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* add new command (unlimitenergy):toggle energyusage for each player while energyusage is ture in config.json * Solve the problem of layout and naming errors * make currentActiveTeam's Avatar full-energy while turn on the ule. * Resolve language document errors * add config_error message while player try to execute UnlimitEnergyCommand in GAME_OPTIONS.energyUsage == false
449 lines
19 KiB
Java
449 lines
19 KiB
Java
package emu.grasscutter.game.managers.EnergyManager;
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import emu.grasscutter.Grasscutter;
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import emu.grasscutter.data.DataLoader;
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import emu.grasscutter.data.GameData;
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import emu.grasscutter.data.excels.AvatarSkillDepotData;
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import emu.grasscutter.data.excels.ItemData;
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import emu.grasscutter.data.excels.MonsterData.HpDrops;
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import emu.grasscutter.game.avatar.Avatar;
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import emu.grasscutter.game.entity.EntityAvatar;
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import emu.grasscutter.game.entity.EntityClientGadget;
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import emu.grasscutter.game.entity.EntityItem;
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import emu.grasscutter.game.entity.EntityMonster;
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import emu.grasscutter.game.entity.GameEntity;
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import emu.grasscutter.game.inventory.GameItem;
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import emu.grasscutter.game.player.Player;
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import emu.grasscutter.game.props.ElementType;
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import emu.grasscutter.game.props.FightProperty;
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import emu.grasscutter.game.props.MonsterType;
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import emu.grasscutter.game.props.WeaponType;
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import emu.grasscutter.net.proto.AbilityActionGenerateElemBallOuterClass.AbilityActionGenerateElemBall;
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import emu.grasscutter.net.proto.AbilityIdentifierOuterClass.AbilityIdentifier;
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import emu.grasscutter.net.proto.AbilityInvokeEntryOuterClass.AbilityInvokeEntry;
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import emu.grasscutter.net.proto.AttackResultOuterClass.AttackResult;
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import emu.grasscutter.net.proto.EvtBeingHitInfoOuterClass.EvtBeingHitInfo;
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import emu.grasscutter.net.proto.PropChangeReasonOuterClass.PropChangeReason;
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import emu.grasscutter.server.game.GameSession;
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import emu.grasscutter.utils.Position;
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import it.unimi.dsi.fastutil.ints.Int2IntMap;
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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 static emu.grasscutter.Configuration.GAME_OPTIONS;
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import java.io.InputStreamReader;
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import java.io.Reader;
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import java.util.Collection;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.Optional;
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import java.util.concurrent.ThreadLocalRandom;
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import static java.util.Map.entry;
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import com.google.gson.reflect.TypeToken;
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import com.google.protobuf.InvalidProtocolBufferException;
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public class EnergyManager {
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private final Player player;
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private final Map<EntityAvatar, Integer> avatarNormalProbabilities;
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// energyUsage for each player
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private Boolean energyUsage;
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private final static Int2ObjectMap<List<EnergyDropInfo>> energyDropData = new Int2ObjectOpenHashMap<>();
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private final static Int2ObjectMap<List<SkillParticleGenerationInfo>> skillParticleGenerationData = new Int2ObjectOpenHashMap<>();
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public EnergyManager(Player player) {
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this.player = player;
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this.avatarNormalProbabilities = new HashMap<>();
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this.energyUsage=GAME_OPTIONS.energyUsage;
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}
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public Player getPlayer() {
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return this.player;
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}
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public static void initialize() {
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// Read the data we need for monster energy drops.
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try (Reader fileReader = new InputStreamReader(DataLoader.load("EnergyDrop.json"))) {
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List<EnergyDropEntry> energyDropList = Grasscutter.getGsonFactory().fromJson(fileReader, TypeToken.getParameterized(Collection.class, EnergyDropEntry.class).getType());
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for (EnergyDropEntry entry : energyDropList) {
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energyDropData.put(entry.getDropId(), entry.getDropList());
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}
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Grasscutter.getLogger().info("Energy drop data successfully loaded.");
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}
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catch (Exception ex) {
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Grasscutter.getLogger().error("Unable to load energy drop data.", ex);
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}
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// Read the data for particle generation from skills
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try (Reader fileReader = new InputStreamReader(DataLoader.load("SkillParticleGeneration.json"))) {
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List<SkillParticleGenerationEntry> skillParticleGenerationList = Grasscutter.getGsonFactory().fromJson(fileReader, TypeToken.getParameterized(Collection.class, SkillParticleGenerationEntry.class).getType());
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for (SkillParticleGenerationEntry entry : skillParticleGenerationList) {
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skillParticleGenerationData.put(entry.getAvatarId(), entry.getAmountList());
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}
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Grasscutter.getLogger().info("Skill particle generation data successfully loaded.");
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}
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catch (Exception ex) {
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Grasscutter.getLogger().error("Unable to load skill particle generation data data.", ex);
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}
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}
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/**********
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Particle creation for elemental skills.
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**********/
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private int getBallCountForAvatar(int avatarId) {
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// We default to two particles.
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int count = 2;
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// If we don't have any data for this avatar, stop.
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if (!skillParticleGenerationData.containsKey(avatarId)) {
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Grasscutter.getLogger().warn("No particle generation data for avatarId {} found.", avatarId);
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}
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// If we do have data, roll for how many particles we should generate.
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else {
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int roll = ThreadLocalRandom.current().nextInt(0, 100);
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int percentageStack = 0;
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for (SkillParticleGenerationInfo info : skillParticleGenerationData.get(avatarId)) {
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int chance = info.getChance();
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percentageStack += chance;
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if (roll < percentageStack) {
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count = info.getValue();
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break;
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}
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}
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}
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// Done.
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return count;
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}
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private int getBallIdForElement(ElementType element) {
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// If we have no element, we default to an elementless particle.
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if (element == null) {
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return 2024;
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}
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// Otherwise, we determin the particle's ID based on the element.
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return switch (element) {
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case Fire -> 2017;
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case Water -> 2018;
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case Grass -> 2019;
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case Electric -> 2020;
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case Wind -> 2021;
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case Ice -> 2022;
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case Rock -> 2023;
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default -> 2024;
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};
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}
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public void handleGenerateElemBall(AbilityInvokeEntry invoke) throws InvalidProtocolBufferException {
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// ToDo:
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// This is also called when a weapon like Favonius Warbow etc. creates energy through its passive.
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// We are not handling this correctly at the moment.
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// Get action info.
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AbilityActionGenerateElemBall action = AbilityActionGenerateElemBall.parseFrom(invoke.getAbilityData());
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if (action == null) {
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return;
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}
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// Default to an elementless particle.
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int itemId = 2024;
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// Generate 2 particles by default.
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int amount = 2;
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// Try to get the casting avatar from the player's party.
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Optional<EntityAvatar> avatarEntity = getCastingAvatarEntityForEnergy(invoke.getEntityId());
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// Bug: invokes twice sometimes, Ayato, Keqing
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// ToDo: deal with press, hold difference. deal with charge(Beidou, Yunjin)
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if (avatarEntity.isPresent()) {
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Avatar avatar = avatarEntity.get().getAvatar();
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if (avatar != null) {
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int avatarId = avatar.getAvatarId();
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AvatarSkillDepotData skillDepotData = avatar.getSkillDepot();
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// Determine how many particles we need to create for this avatar.
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amount = this.getBallCountForAvatar(avatarId);
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// Determine the avatar's element, and based on that the ID of the
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// particles we have to generate.
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if (skillDepotData != null) {
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ElementType element = skillDepotData.getElementType();
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itemId = getBallIdForElement(element);
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}
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}
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}
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// Generate the particles.
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for (int i = 0; i < amount; i++) {
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generateElemBall(itemId, new Position(action.getPos()), 1);
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}
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}
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/**********
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Pickup of elemental particles and orbs.
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**********/
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public void handlePickupElemBall(GameItem elemBall) {
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// Check if the item is indeed an energy particle/orb.
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if (elemBall.getItemId() < 2001 ||elemBall.getItemId() > 2024) {
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return;
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}
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// Determine the base amount of energy given by the particle/orb.
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// Particles have a base amount of 1.0, and orbs a base amount of 3.0.
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float baseEnergy = (elemBall.getItemId() <= 2008) ? 3.0f : 1.0f;
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// Add energy to every team member.
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for (int i = 0; i < this.player.getTeamManager().getActiveTeam().size(); i++) {
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EntityAvatar entity = this.player.getTeamManager().getActiveTeam().get(i);
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// On-field vs off-field multiplier.
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// The on-field character gets no penalty.
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// Off-field characters get a penalty depending on the team size, as follows:
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// - 2 character team: 0.8
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// - 3 character team: 0.7
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// - 4 character team: 0.6
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// - etc.
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// We set a lower bound of 0.1 here, to avoid gaining no or negative energy.
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float offFieldPenalty =
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(this.player.getTeamManager().getCurrentCharacterIndex() == i)
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? 1.0f
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: 1.0f - this.player.getTeamManager().getActiveTeam().size() * 0.1f;
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offFieldPenalty = Math.max(offFieldPenalty, 0.1f);
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// Same element/neutral bonus.
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// Same-element characters get a bonus of *3, while different-element characters get no bonus at all.
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// For neutral particles/orbs, the multiplier is always *2.
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if (entity.getAvatar().getSkillDepot() == null) {
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continue;
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}
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ElementType avatarElement = entity.getAvatar().getSkillDepot().getElementType();
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ElementType ballElement = switch (elemBall.getItemId()) {
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case 2001, 2017 -> ElementType.Fire;
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case 2002, 2018 -> ElementType.Water;
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case 2003, 2019 -> ElementType.Grass;
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case 2004, 2020 -> ElementType.Electric;
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case 2005, 2021 -> ElementType.Wind;
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case 2006, 2022 -> ElementType.Ice;
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case 2007, 2023 -> ElementType.Rock;
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default -> null;
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};
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float elementBonus = (ballElement == null) ? 2.0f : (avatarElement == ballElement) ? 3.0f : 1.0f;
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// Add the energy.
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entity.addEnergy(baseEnergy * elementBonus * offFieldPenalty * elemBall.getCount(), PropChangeReason.PROP_CHANGE_REASON_ENERGY_BALL);
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}
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}
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/**********
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Energy generation for NAs/CAs.
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**********/
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private void generateEnergyForNormalAndCharged(EntityAvatar avatar) {
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// This logic is based on the descriptions given in
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// https://genshin-impact.fandom.com/wiki/Energy#Energy_Generated_by_Normal_Attacks
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// https://library.keqingmains.com/combat-mechanics/energy#auto-attacking
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// Those descriptions are lacking in some information, so this implementation most likely
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// does not fully replicate the behavior of the official server. Open questions:
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// - Does the probability for a character reset after some time?
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// - Does the probability for a character reset when switching them out?
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// - Does this really count every individual hit separately?
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// Get the avatar's weapon type.
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WeaponType weaponType = avatar.getAvatar().getAvatarData().getWeaponType();
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// Check if we already have probability data for this avatar. If not, insert it.
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if (!this.avatarNormalProbabilities.containsKey(avatar)) {
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this.avatarNormalProbabilities.put(avatar, weaponType.getEnergyGainInitialProbability());
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}
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// Roll for energy.
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int currentProbability = this.avatarNormalProbabilities.get(avatar);
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int roll = ThreadLocalRandom.current().nextInt(0, 100);
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// If the player wins the roll, we increase the avatar's energy and reset the probability.
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if (roll < currentProbability) {
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avatar.addEnergy(1.0f, PropChangeReason.PROP_CHANGE_REASON_ABILITY, true);
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this.avatarNormalProbabilities.put(avatar, weaponType.getEnergyGainInitialProbability());
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}
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// Otherwise, we increase the probability for the next hit.
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else {
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this.avatarNormalProbabilities.put(avatar, currentProbability + weaponType.getEnergyGainIncreaseProbability());
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}
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}
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public void handleAttackHit(EvtBeingHitInfo hitInfo) {
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// Get the attack result.
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AttackResult attackRes = hitInfo.getAttackResult();
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// Make sure the attack was performed by the currently active avatar. If not, we ignore the hit.
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Optional<EntityAvatar> attackerEntity = this.getCastingAvatarEntityForEnergy(attackRes.getAttackerId());
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if (attackerEntity.isEmpty() || this.player.getTeamManager().getCurrentAvatarEntity().getId() != attackerEntity.get().getId()) {
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return;
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}
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// Make sure the target is an actual enemy.
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GameEntity targetEntity = this.player.getScene().getEntityById(attackRes.getDefenseId());
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if (!(targetEntity instanceof EntityMonster)) {
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return;
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}
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EntityMonster targetMonster = (EntityMonster)targetEntity;
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MonsterType targetType = targetMonster.getMonsterData().getType();
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if (targetType != MonsterType.MONSTER_ORDINARY && targetType != MonsterType.MONSTER_BOSS) {
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return;
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}
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// Get the ability that caused this hit.
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AbilityIdentifier ability = attackRes.getAbilityIdentifier();
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// Make sure there is no actual "ability" associated with the hit. For now, this is how we
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// identify normal and charged attacks. Note that this is not completely accurate:
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// - Many character's charged attacks have an ability associated with them. This means that,
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// for now, we don't identify charged attacks reliably.
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// - There might also be some cases where we incorrectly identify something as a normal or
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// charged attack that is not (Diluc's E?).
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// - Catalyst normal attacks have an ability, so we don't handle those for now.
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// ToDo: Fix all of that.
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if (ability != AbilityIdentifier.getDefaultInstance()) {
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return;
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}
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// Handle the energy generation.
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this.generateEnergyForNormalAndCharged(attackerEntity.get());
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}
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/**********
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Energy logic related to using skills.
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**********/
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private void handleBurstCast(Avatar avatar, int skillId) {
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// Don't do anything if energy usage is disabled.
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if (!GAME_OPTIONS.energyUsage || !this.energyUsage) {
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return;
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}
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// If the cast skill was a burst, consume energy.
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if (avatar.getSkillDepot() != null && skillId == avatar.getSkillDepot().getEnergySkill()) {
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avatar.getAsEntity().clearEnergy(PropChangeReason.PROP_CHANGE_REASON_ABILITY);
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}
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}
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public void handleEvtDoSkillSuccNotify(GameSession session, int skillId, int casterId) {
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// Determine the entity that has cast the skill. Cancel if we can't find that avatar.
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Optional<EntityAvatar> caster = this.player.getTeamManager().getActiveTeam().stream()
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.filter(character -> character.getId() == casterId)
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.findFirst();
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if (caster.isEmpty()) {
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return;
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}
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Avatar avatar = caster.get().getAvatar();
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// Handle elemental burst.
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this.handleBurstCast(avatar, skillId);
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}
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/**********
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Monster energy drops.
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**********/
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private void generateElemBallDrops(EntityMonster monster, int dropId) {
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// Generate all drops specified for the given drop id.
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if (!energyDropData.containsKey(dropId)) {
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Grasscutter.getLogger().warn("No drop data for dropId {} found.", dropId);
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return;
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}
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for (EnergyDropInfo info : energyDropData.get(dropId)) {
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this.generateElemBall(info.getBallId(), monster.getPosition(), info.getCount());
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}
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}
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public void handleMonsterEnergyDrop(EntityMonster monster, float hpBeforeDamage, float hpAfterDamage) {
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// Make sure this is actually a monster.
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// Note that some wildlife also has that type, like boars or birds.
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MonsterType type = monster.getMonsterData().getType();
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if (type != MonsterType.MONSTER_ORDINARY && type != MonsterType.MONSTER_BOSS) {
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return;
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}
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// Calculate the HP tresholds for before and after the damage was taken.
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float maxHp = monster.getFightProperty(FightProperty.FIGHT_PROP_MAX_HP);
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float thresholdBefore = hpBeforeDamage / maxHp;
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float thresholdAfter = hpAfterDamage / maxHp;
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// Determine the thresholds the monster has passed, and generate drops based on that.
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for (HpDrops drop : monster.getMonsterData().getHpDrops()) {
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if (drop.getDropId() == 0) {
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continue;
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}
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float threshold = drop.getHpPercent() / 100.0f;
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if (threshold < thresholdBefore && threshold >= thresholdAfter) {
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generateElemBallDrops(monster, drop.getDropId());
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}
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}
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// Handle kill drops.
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if (hpAfterDamage <= 0 && monster.getMonsterData().getKillDropId() != 0) {
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generateElemBallDrops(monster, monster.getMonsterData().getKillDropId());
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}
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}
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/**********
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Utility.
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**********/
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private void generateElemBall(int ballId, Position position, int count) {
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// Generate a particle/orb with the specified parameters.
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ItemData itemData = GameData.getItemDataMap().get(ballId);
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if (itemData == null) {
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return;
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}
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EntityItem energyBall = new EntityItem(this.getPlayer().getScene(), this.getPlayer(), itemData, position, count);
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this.getPlayer().getScene().addEntity(energyBall);
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}
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private Optional<EntityAvatar> getCastingAvatarEntityForEnergy(int invokeEntityId) {
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// To determine the avatar that has cast the skill that caused the energy particle to be generated,
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// we have to look at the entity that has invoked the ability. This can either be that avatar directly,
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// or it can be an `EntityClientGadget`, owned (some way up the owner hierarchy) by the avatar
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// that cast the skill.
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// Try to get the invoking entity from the scene.
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GameEntity entity = player.getScene().getEntityById(invokeEntityId);
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// Determine the ID of the entity that originally cast this skill. If the scene entity is null,
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// or not an `EntityClientGadget`, we assume that we are directly looking at the casting avatar
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// (the null case will happen if the avatar was switched out between casting the skill and the
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// particle being generated). If the scene entity is an `EntityClientGadget`, we need to find the
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// ID of the original owner of that gadget.
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int avatarEntityId =
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(!(entity instanceof EntityClientGadget))
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? invokeEntityId
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: ((EntityClientGadget)entity).getOriginalOwnerEntityId();
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// Finally, find the avatar entity in the player's team.
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return player.getTeamManager().getActiveTeam()
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.stream()
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.filter(character -> character.getId() == avatarEntityId)
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.findFirst();
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}
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public Boolean getEnergyUsage() {
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return energyUsage;
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}
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public void setEnergyUsage(Boolean energyUsage) {
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this.energyUsage = energyUsage;
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}
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} |