From 934fb5873a18291f7b6ff1cc4cced479dfcebde3 Mon Sep 17 00:00:00 2001
From: liizfq <46643905+liizfq@users.noreply.github.com>
Date: Sun, 5 Jun 2022 10:14:52 +0800
Subject: [PATCH] add new command (unlimitenergy):toggle energyusage for each
 player (#1186)

* 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
---
 .../commands/UnlimitEnergyCommand.java        |  55 ++
 .../managers/EnergyManager/EnergyManager.java | 792 +++++++++---------
 src/main/resources/languages/en-US.json       |   6 +
 src/main/resources/languages/zh-CN.json       |   6 +
 4 files changed, 468 insertions(+), 391 deletions(-)
 create mode 100644 src/main/java/emu/grasscutter/command/commands/UnlimitEnergyCommand.java

diff --git a/src/main/java/emu/grasscutter/command/commands/UnlimitEnergyCommand.java b/src/main/java/emu/grasscutter/command/commands/UnlimitEnergyCommand.java
new file mode 100644
index 00000000..943a21ea
--- /dev/null
+++ b/src/main/java/emu/grasscutter/command/commands/UnlimitEnergyCommand.java
@@ -0,0 +1,55 @@
+package emu.grasscutter.command.commands;
+
+import emu.grasscutter.Grasscutter;
+import emu.grasscutter.command.Command;
+import emu.grasscutter.command.CommandHandler;
+import emu.grasscutter.game.avatar.Avatar;
+import emu.grasscutter.game.entity.EntityAvatar;
+import emu.grasscutter.game.managers.EnergyManager.EnergyManager;
+import emu.grasscutter.game.player.Player;
+import emu.grasscutter.game.player.TeamManager;
+import emu.grasscutter.game.props.ElementType;
+import emu.grasscutter.net.proto.PropChangeReasonOuterClass;
+import emu.grasscutter.utils.Position;
+
+import java.util.List;
+
+import static emu.grasscutter.Configuration.GAME_OPTIONS;
+import static emu.grasscutter.utils.Language.translate;
+
+@Command(label = "unlimitenergy", usage = "unlimitenergy [on|off|toggle]", aliases = {"ule"}, permission = "player.unlimitenergy", permissionTargeted = "player.unlimitenergy.others", description = "commands.unlimitenergy.description")
+public final class UnlimitEnergyCommand implements CommandHandler {
+
+    @Override
+    public void execute(Player sender, Player targetPlayer, List<String> args) {
+        if(!GAME_OPTIONS.energyUsage){
+            CommandHandler.sendMessage(sender, translate(sender, "commands.unlimitenergy.config_error"));
+            return;
+        }
+        Boolean status = targetPlayer.getEnergyManager().getEnergyUsage();
+        if (args.size() == 1) {
+            switch (args.get(0).toLowerCase()) {
+                case "on":
+                    status = true;
+                    break;
+                case "off":
+                    status = false;
+                    break;
+                default:
+                    status = !status;
+                    break;
+            }
+        }
+        EnergyManager energyManager=targetPlayer.getEnergyManager();
+        energyManager.setEnergyUsage(!status);
+        // if unlimitEnergy is enable , make currentActiveTeam's Avatar full-energy
+        if (status) {
+            for (EntityAvatar entityAvatar : targetPlayer.getTeamManager().getActiveTeam()) {
+                entityAvatar.addEnergy(1000,
+                        PropChangeReasonOuterClass.PropChangeReason.PROP_CHANGE_REASON_GM,true);
+            }
+        }
+
+        CommandHandler.sendMessage(sender, translate(sender, "commands.unlimitenergy.success", (status ? translate(sender, "commands.status.enabled") : translate(sender, "commands.status.disabled")), targetPlayer.getNickname()));
+    }
+}
diff --git a/src/main/java/emu/grasscutter/game/managers/EnergyManager/EnergyManager.java b/src/main/java/emu/grasscutter/game/managers/EnergyManager/EnergyManager.java
index 1f80e7cb..4e1439e5 100644
--- a/src/main/java/emu/grasscutter/game/managers/EnergyManager/EnergyManager.java
+++ b/src/main/java/emu/grasscutter/game/managers/EnergyManager/EnergyManager.java
@@ -46,394 +46,404 @@ import com.google.gson.reflect.TypeToken;
 import com.google.protobuf.InvalidProtocolBufferException;
 
 public class EnergyManager {
-	private final Player player;
-	private final Map<EntityAvatar, Integer> avatarNormalProbabilities;
-	
-	private final static Int2ObjectMap<List<EnergyDropInfo>> energyDropData = new Int2ObjectOpenHashMap<>();
-	private final static Int2ObjectMap<List<SkillParticleGenerationInfo>> skillParticleGenerationData = new Int2ObjectOpenHashMap<>();
-
-	public EnergyManager(Player player) {
-		this.player = player;
-		this.avatarNormalProbabilities = new HashMap<>();
-	}
-
-	public Player getPlayer() {
-		return this.player;
-	}
-
-	public static void initialize() {
-		// Read the data we need for monster energy drops.
-		try (Reader fileReader = new InputStreamReader(DataLoader.load("EnergyDrop.json"))) {
-			List<EnergyDropEntry> energyDropList = Grasscutter.getGsonFactory().fromJson(fileReader, TypeToken.getParameterized(Collection.class, EnergyDropEntry.class).getType());
-
-			for (EnergyDropEntry entry : energyDropList) {
-				energyDropData.put(entry.getDropId(), entry.getDropList());
-			}
-
-			Grasscutter.getLogger().info("Energy drop data successfully loaded.");
-		}
-		catch (Exception ex) {
-			Grasscutter.getLogger().error("Unable to load energy drop data.", ex);
-		}
-
-		// Read the data for particle generation from skills
-		try (Reader fileReader = new InputStreamReader(DataLoader.load("SkillParticleGeneration.json"))) {
-			List<SkillParticleGenerationEntry> skillParticleGenerationList = Grasscutter.getGsonFactory().fromJson(fileReader, TypeToken.getParameterized(Collection.class, SkillParticleGenerationEntry.class).getType());
-
-			for (SkillParticleGenerationEntry entry : skillParticleGenerationList) {
-				skillParticleGenerationData.put(entry.getAvatarId(), entry.getAmountList());
-			}
-
-			Grasscutter.getLogger().info("Skill particle generation data successfully loaded.");
-		}
-		catch (Exception ex) {
-			Grasscutter.getLogger().error("Unable to load skill particle generation data data.", ex);
-		}
-	}
-
-	/**********
-		Particle creation for elemental skills.
-	**********/
-	private int getBallCountForAvatar(int avatarId) {
-		// We default to two particles.
-		int count = 2;
-
-		// If we don't have any data for this avatar, stop.
-		if (!skillParticleGenerationData.containsKey(avatarId)) {
-			Grasscutter.getLogger().warn("No particle generation data for avatarId {} found.", avatarId);
-		}
-		// If we do have data, roll for how many particles we should generate.
-		else {
-			int roll = ThreadLocalRandom.current().nextInt(0, 100);
-			int percentageStack = 0;
-			for (SkillParticleGenerationInfo info : skillParticleGenerationData.get(avatarId)) {
-				int chance = info.getChance();
-				percentageStack += chance;
-				if (roll < percentageStack) {
-					count = info.getValue();
-					break;
-				}
-			}
-		}
-
-		// Done.
-		return count;
-	}
-
-	private int getBallIdForElement(ElementType element) {
-		// If we have no element, we default to an elementless particle.
-		if (element == null) {
-			return 2024;
-		}
-
-		// Otherwise, we determin the particle's ID based on the element.
-		return switch (element) {
-			case Fire -> 2017;
-			case Water -> 2018;
-			case Grass -> 2019;
-			case Electric -> 2020;
-			case Wind -> 2021;
-			case Ice -> 2022;
-			case Rock -> 2023;
-			default -> 2024;
-		};
-	}
-
-	public void handleGenerateElemBall(AbilityInvokeEntry invoke) throws InvalidProtocolBufferException {
-		// ToDo: 
-		// This is also called when a weapon like Favonius Warbow etc. creates energy through its passive.
-		// We are not handling this correctly at the moment.
-
-		// Get action info.
-		AbilityActionGenerateElemBall action = AbilityActionGenerateElemBall.parseFrom(invoke.getAbilityData());
-		if (action == null) {
-			return;
-		}
-
-		// Default to an elementless particle.
-		int itemId = 2024;
-
-		// Generate 2 particles by default.
-		int amount = 2;
-
-		// Try to get the casting avatar from the player's party.
-		Optional<EntityAvatar> avatarEntity = getCastingAvatarEntityForEnergy(invoke.getEntityId());
-
-		// Bug: invokes twice sometimes, Ayato, Keqing
-		// ToDo: deal with press, hold difference. deal with charge(Beidou, Yunjin)
-		if (avatarEntity.isPresent()) {
-			Avatar avatar = avatarEntity.get().getAvatar();
-
-			if (avatar != null) {
-				int avatarId = avatar.getAvatarId();
-				AvatarSkillDepotData skillDepotData = avatar.getSkillDepot();
-
-				// Determine how many particles we need to create for this avatar.
-				amount = this.getBallCountForAvatar(avatarId);
-
-				// Determine the avatar's element, and based on that the ID of the
-				// particles we have to generate.
-				if (skillDepotData != null) {
-					ElementType element = skillDepotData.getElementType();
-					itemId = getBallIdForElement(element);
-		 		}
-		 	}
-		}
-
-		// Generate the particles.
-		for (int i = 0; i < amount; i++) {
-			generateElemBall(itemId, new Position(action.getPos()), 1);
-		}
-	}
-
-	/**********
-		Pickup of elemental particles and orbs.
-	**********/
-	public void handlePickupElemBall(GameItem elemBall) {
-		// Check if the item is indeed an energy particle/orb.
-		if (elemBall.getItemId() < 2001 ||elemBall.getItemId() > 2024) {
-			return;
-		}
-
-		// Determine the base amount of energy given by the particle/orb.
-		// Particles have a base amount of 1.0, and orbs a base amount of 3.0.
-		float baseEnergy = (elemBall.getItemId() <= 2008) ? 3.0f : 1.0f;
-
-		// Add energy to every team member.
-		for (int i = 0; i < this.player.getTeamManager().getActiveTeam().size(); i++) {
-			EntityAvatar entity = this.player.getTeamManager().getActiveTeam().get(i);
-
-			// On-field vs off-field multiplier.
-			// The on-field character gets no penalty.
-			// Off-field characters get a penalty depending on the team size, as follows:
-			// 		- 2 character team: 0.8
-			// 		- 3 character team: 0.7
-			// 		- 4 character team: 0.6
-			// 		- etc.
-			// We set a lower bound of 0.1 here, to avoid gaining no or negative energy.
-			float offFieldPenalty =
-				(this.player.getTeamManager().getCurrentCharacterIndex() == i)
-				? 1.0f
-				: 1.0f - this.player.getTeamManager().getActiveTeam().size() * 0.1f;
-			offFieldPenalty = Math.max(offFieldPenalty, 0.1f);
-
-			// Same element/neutral bonus.
-			// Same-element characters get a bonus of *3, while different-element characters get no bonus at all.
-			// For neutral particles/orbs, the multiplier is always *2.
-			if (entity.getAvatar().getSkillDepot() == null) {
-				continue;
-			}
-
-			ElementType avatarElement = entity.getAvatar().getSkillDepot().getElementType();
-			ElementType ballElement = switch (elemBall.getItemId()) {
-				case 2001, 2017 -> ElementType.Fire;
-				case 2002, 2018 -> ElementType.Water;
-				case 2003, 2019 -> ElementType.Grass;
-				case 2004, 2020 -> ElementType.Electric;
-				case 2005, 2021 -> ElementType.Wind;
-				case 2006, 2022 -> ElementType.Ice;
-				case 2007, 2023 -> ElementType.Rock;
-				default -> null;
-			};
-
-			float elementBonus = (ballElement == null) ? 2.0f : (avatarElement == ballElement) ? 3.0f : 1.0f;
-
-			// Add the energy.
-			entity.addEnergy(baseEnergy * elementBonus * offFieldPenalty * elemBall.getCount(), PropChangeReason.PROP_CHANGE_REASON_ENERGY_BALL);
-		}
-	}
-
-	/**********
-		Energy generation for NAs/CAs.
-	**********/
-	private void generateEnergyForNormalAndCharged(EntityAvatar avatar) {
-		// This logic is based on the descriptions given in
-		//     https://genshin-impact.fandom.com/wiki/Energy#Energy_Generated_by_Normal_Attacks
-		//     https://library.keqingmains.com/combat-mechanics/energy#auto-attacking
-		// Those descriptions are lacking in some information, so this implementation most likely
-		// does not fully replicate the behavior of the official server. Open questions:
-		//    - Does the probability for a character reset after some time?
-		//    - Does the probability for a character reset when switching them out?
-		//    - Does this really count every individual hit separately?
-
-		// Get the avatar's weapon type.
-		WeaponType weaponType = avatar.getAvatar().getAvatarData().getWeaponType();
-
-		// Check if we already have probability data for this avatar. If not, insert it.
-		if (!this.avatarNormalProbabilities.containsKey(avatar)) {
-			this.avatarNormalProbabilities.put(avatar, weaponType.getEnergyGainInitialProbability());
-		}
-
-		// Roll for energy.
-		int currentProbability = this.avatarNormalProbabilities.get(avatar);
-		int roll = ThreadLocalRandom.current().nextInt(0, 100);
-
-		// If the player wins the roll, we increase the avatar's energy and reset the probability.
-		if (roll < currentProbability) {
-			avatar.addEnergy(1.0f, PropChangeReason.PROP_CHANGE_REASON_ABILITY, true);
-			this.avatarNormalProbabilities.put(avatar, weaponType.getEnergyGainInitialProbability());
-		}
-		// Otherwise, we increase the probability for the next hit.
-		else {
-			this.avatarNormalProbabilities.put(avatar, currentProbability + weaponType.getEnergyGainIncreaseProbability());
-		}
-	}
-
-	public void handleAttackHit(EvtBeingHitInfo hitInfo) {
-		// Get the attack result.
-		AttackResult attackRes = hitInfo.getAttackResult();
-
-		// Make sure the attack was performed by the currently active avatar. If not, we ignore the hit.
-		Optional<EntityAvatar> attackerEntity = this.getCastingAvatarEntityForEnergy(attackRes.getAttackerId());
-		if (attackerEntity.isEmpty() || this.player.getTeamManager().getCurrentAvatarEntity().getId() != attackerEntity.get().getId()) {
-			return;
-		}
-
-		// Make sure the target is an actual enemy.
-		GameEntity targetEntity = this.player.getScene().getEntityById(attackRes.getDefenseId());
-		if (!(targetEntity instanceof EntityMonster)) {
-			return;
-		}
-
-		EntityMonster targetMonster = (EntityMonster)targetEntity;
-		MonsterType targetType = targetMonster.getMonsterData().getType();
-		if (targetType != MonsterType.MONSTER_ORDINARY && targetType != MonsterType.MONSTER_BOSS) {
-			return;
-		}
-		
-		// Get the ability that caused this hit.
-		AbilityIdentifier ability = attackRes.getAbilityIdentifier();
-
-		// Make sure there is no actual "ability" associated with the hit. For now, this is how we
-		// identify normal and charged attacks. Note that this is not completely accurate: 
-		//    - Many character's charged attacks have an ability associated with them. This means that, 
-		//      for now, we don't identify charged attacks reliably. 
-		//    - There might also be some cases where we incorrectly identify something as a normal or 
-		//      charged attack that is not (Diluc's E?).
-		//    - Catalyst normal attacks have an ability, so we don't handle those for now.
-		// ToDo: Fix all of that.
-		if (ability != AbilityIdentifier.getDefaultInstance()) {
-			return;
-		}
-
-		// Handle the energy generation.
-		this.generateEnergyForNormalAndCharged(attackerEntity.get());
-	}
-
-
-	/**********
-		Energy logic related to using skills.
-	**********/
-	private void handleBurstCast(Avatar avatar, int skillId) {
-		// Don't do anything if energy usage is disabled.
-		if (!GAME_OPTIONS.energyUsage) {
-			return;
-		}
-
-		// If the cast skill was a burst, consume energy.
-		if (avatar.getSkillDepot() != null && skillId == avatar.getSkillDepot().getEnergySkill()) {
-			avatar.getAsEntity().clearEnergy(PropChangeReason.PROP_CHANGE_REASON_ABILITY);
-		}
-	}
-
-	public void handleEvtDoSkillSuccNotify(GameSession session, int skillId, int casterId) {
-		// Determine the entity that has cast the skill. Cancel if we can't find that avatar.
-		Optional<EntityAvatar> caster = this.player.getTeamManager().getActiveTeam().stream()
-										.filter(character -> character.getId() == casterId)
-										.findFirst();
-
-		if (caster.isEmpty()) {
-			return;
-		}
-
-		Avatar avatar = caster.get().getAvatar();
-
-		// Handle elemental burst.
-		this.handleBurstCast(avatar, skillId);
-	}
-
-	/**********
-		Monster energy drops.
-	**********/
-	private void generateElemBallDrops(EntityMonster monster, int dropId) {
-		// Generate all drops specified for the given drop id.
-		if (!energyDropData.containsKey(dropId)) {
-			Grasscutter.getLogger().warn("No drop data for dropId {} found.", dropId);
-			return;
-		}
-
-		for (EnergyDropInfo info : energyDropData.get(dropId)) {
-			this.generateElemBall(info.getBallId(), monster.getPosition(), info.getCount());
-		}
-	}
-	public void handleMonsterEnergyDrop(EntityMonster monster, float hpBeforeDamage, float hpAfterDamage) {
-		// Make sure this is actually a monster.
-		// Note that some wildlife also has that type, like boars or birds.
-		MonsterType type = monster.getMonsterData().getType();
-		if (type != MonsterType.MONSTER_ORDINARY && type != MonsterType.MONSTER_BOSS) {
-			return;
-		}
-
-		// Calculate the HP tresholds for before and after the damage was taken.
-		float maxHp = monster.getFightProperty(FightProperty.FIGHT_PROP_MAX_HP);
-		float thresholdBefore = hpBeforeDamage / maxHp;
-		float thresholdAfter = hpAfterDamage / maxHp;
-		
-		// Determine the thresholds the monster has passed, and generate drops based on that.
-		for (HpDrops drop : monster.getMonsterData().getHpDrops()) {
-			if (drop.getDropId() == 0) {
-				continue;
-			}
-
-			float threshold = drop.getHpPercent() / 100.0f;
-			if (threshold < thresholdBefore && threshold >= thresholdAfter) {
-				generateElemBallDrops(monster, drop.getDropId());
-			}
-		}
-
-		// Handle kill drops.
-		if (hpAfterDamage <= 0 && monster.getMonsterData().getKillDropId() != 0) {
-			generateElemBallDrops(monster, monster.getMonsterData().getKillDropId());
-		}
-	}
-
-	/**********
-		Utility.
-	**********/
-	private void generateElemBall(int ballId, Position position, int count) {
-		// Generate a particle/orb with the specified parameters.
-		ItemData itemData = GameData.getItemDataMap().get(ballId);
-		if (itemData == null) {
-			return;
-		}
-
-		EntityItem energyBall = new EntityItem(this.getPlayer().getScene(), this.getPlayer(), itemData, position, count);
-		this.getPlayer().getScene().addEntity(energyBall);
-	}
-
-	private Optional<EntityAvatar> getCastingAvatarEntityForEnergy(int invokeEntityId) {
-		// To determine the avatar that has cast the skill that caused the energy particle to be generated,
-		// we have to look at the entity that has invoked the ability. This can either be that avatar directly,
-		// or it can be an `EntityClientGadget`, owned (some way up the owner hierarchy) by the avatar
-		// that cast the skill.
-		
-		// Try to get the invoking entity from the scene.
-		GameEntity entity = player.getScene().getEntityById(invokeEntityId);
-
-		// Determine the ID of the entity that originally cast this skill. If the scene entity is null,
-		// or not an `EntityClientGadget`, we assume that we are directly looking at the casting avatar
-		// (the null case will happen if the avatar was switched out between casting the skill and the
-		// particle being generated). If the scene entity is an `EntityClientGadget`, we need to find the
-		// ID of the original owner of that gadget.
-		int avatarEntityId =
-			(!(entity instanceof EntityClientGadget))
-			? invokeEntityId
-			: ((EntityClientGadget)entity).getOriginalOwnerEntityId();
-
-		// Finally, find the avatar entity in the player's team.
-		return player.getTeamManager().getActiveTeam()
-						.stream()
-						.filter(character -> character.getId() == avatarEntityId)
-						.findFirst();
-	}
-}
+    private final Player player;
+    private final Map<EntityAvatar, Integer> avatarNormalProbabilities;
+//    energyUsage for each player
+    private Boolean energyUsage;
+    private final static Int2ObjectMap<List<EnergyDropInfo>> energyDropData = new Int2ObjectOpenHashMap<>();
+    private final static Int2ObjectMap<List<SkillParticleGenerationInfo>> skillParticleGenerationData = new Int2ObjectOpenHashMap<>();
+
+    public EnergyManager(Player player) {
+        this.player = player;
+        this.avatarNormalProbabilities = new HashMap<>();
+        this.energyUsage=GAME_OPTIONS.energyUsage;
+    }
+
+    public Player getPlayer() {
+        return this.player;
+    }
+
+    public static void initialize() {
+        // Read the data we need for monster energy drops.
+        try (Reader fileReader = new InputStreamReader(DataLoader.load("EnergyDrop.json"))) {
+            List<EnergyDropEntry> energyDropList = Grasscutter.getGsonFactory().fromJson(fileReader, TypeToken.getParameterized(Collection.class, EnergyDropEntry.class).getType());
+
+            for (EnergyDropEntry entry : energyDropList) {
+                energyDropData.put(entry.getDropId(), entry.getDropList());
+            }
+
+            Grasscutter.getLogger().info("Energy drop data successfully loaded.");
+        }
+        catch (Exception ex) {
+            Grasscutter.getLogger().error("Unable to load energy drop data.", ex);
+        }
+
+        // Read the data for particle generation from skills
+        try (Reader fileReader = new InputStreamReader(DataLoader.load("SkillParticleGeneration.json"))) {
+            List<SkillParticleGenerationEntry> skillParticleGenerationList = Grasscutter.getGsonFactory().fromJson(fileReader, TypeToken.getParameterized(Collection.class, SkillParticleGenerationEntry.class).getType());
+
+            for (SkillParticleGenerationEntry entry : skillParticleGenerationList) {
+                skillParticleGenerationData.put(entry.getAvatarId(), entry.getAmountList());
+            }
+
+            Grasscutter.getLogger().info("Skill particle generation data successfully loaded.");
+        }
+        catch (Exception ex) {
+            Grasscutter.getLogger().error("Unable to load skill particle generation data data.", ex);
+        }
+    }
+
+    /**********
+     Particle creation for elemental skills.
+     **********/
+    private int getBallCountForAvatar(int avatarId) {
+        // We default to two particles.
+        int count = 2;
+
+        // If we don't have any data for this avatar, stop.
+        if (!skillParticleGenerationData.containsKey(avatarId)) {
+            Grasscutter.getLogger().warn("No particle generation data for avatarId {} found.", avatarId);
+        }
+        // If we do have data, roll for how many particles we should generate.
+        else {
+            int roll = ThreadLocalRandom.current().nextInt(0, 100);
+            int percentageStack = 0;
+            for (SkillParticleGenerationInfo info : skillParticleGenerationData.get(avatarId)) {
+                int chance = info.getChance();
+                percentageStack += chance;
+                if (roll < percentageStack) {
+                    count = info.getValue();
+                    break;
+                }
+            }
+        }
+
+        // Done.
+        return count;
+    }
+
+    private int getBallIdForElement(ElementType element) {
+        // If we have no element, we default to an elementless particle.
+        if (element == null) {
+            return 2024;
+        }
+
+        // Otherwise, we determin the particle's ID based on the element.
+        return switch (element) {
+            case Fire -> 2017;
+            case Water -> 2018;
+            case Grass -> 2019;
+            case Electric -> 2020;
+            case Wind -> 2021;
+            case Ice -> 2022;
+            case Rock -> 2023;
+            default -> 2024;
+        };
+    }
+
+    public void handleGenerateElemBall(AbilityInvokeEntry invoke) throws InvalidProtocolBufferException {
+        // ToDo:
+        // This is also called when a weapon like Favonius Warbow etc. creates energy through its passive.
+        // We are not handling this correctly at the moment.
+
+        // Get action info.
+        AbilityActionGenerateElemBall action = AbilityActionGenerateElemBall.parseFrom(invoke.getAbilityData());
+        if (action == null) {
+            return;
+        }
+
+        // Default to an elementless particle.
+        int itemId = 2024;
+
+        // Generate 2 particles by default.
+        int amount = 2;
+
+        // Try to get the casting avatar from the player's party.
+        Optional<EntityAvatar> avatarEntity = getCastingAvatarEntityForEnergy(invoke.getEntityId());
+
+        // Bug: invokes twice sometimes, Ayato, Keqing
+        // ToDo: deal with press, hold difference. deal with charge(Beidou, Yunjin)
+        if (avatarEntity.isPresent()) {
+            Avatar avatar = avatarEntity.get().getAvatar();
+
+            if (avatar != null) {
+                int avatarId = avatar.getAvatarId();
+                AvatarSkillDepotData skillDepotData = avatar.getSkillDepot();
+
+                // Determine how many particles we need to create for this avatar.
+                amount = this.getBallCountForAvatar(avatarId);
+
+                // Determine the avatar's element, and based on that the ID of the
+                // particles we have to generate.
+                if (skillDepotData != null) {
+                    ElementType element = skillDepotData.getElementType();
+                    itemId = getBallIdForElement(element);
+                }
+            }
+        }
+
+        // Generate the particles.
+        for (int i = 0; i < amount; i++) {
+            generateElemBall(itemId, new Position(action.getPos()), 1);
+        }
+    }
+
+    /**********
+     Pickup of elemental particles and orbs.
+     **********/
+    public void handlePickupElemBall(GameItem elemBall) {
+        // Check if the item is indeed an energy particle/orb.
+        if (elemBall.getItemId() < 2001 ||elemBall.getItemId() > 2024) {
+            return;
+        }
+
+        // Determine the base amount of energy given by the particle/orb.
+        // Particles have a base amount of 1.0, and orbs a base amount of 3.0.
+        float baseEnergy = (elemBall.getItemId() <= 2008) ? 3.0f : 1.0f;
+
+        // Add energy to every team member.
+        for (int i = 0; i < this.player.getTeamManager().getActiveTeam().size(); i++) {
+            EntityAvatar entity = this.player.getTeamManager().getActiveTeam().get(i);
+
+            // On-field vs off-field multiplier.
+            // The on-field character gets no penalty.
+            // Off-field characters get a penalty depending on the team size, as follows:
+            // 		- 2 character team: 0.8
+            // 		- 3 character team: 0.7
+            // 		- 4 character team: 0.6
+            // 		- etc.
+            // We set a lower bound of 0.1 here, to avoid gaining no or negative energy.
+            float offFieldPenalty =
+                    (this.player.getTeamManager().getCurrentCharacterIndex() == i)
+                            ? 1.0f
+                            : 1.0f - this.player.getTeamManager().getActiveTeam().size() * 0.1f;
+            offFieldPenalty = Math.max(offFieldPenalty, 0.1f);
+
+            // Same element/neutral bonus.
+            // Same-element characters get a bonus of *3, while different-element characters get no bonus at all.
+            // For neutral particles/orbs, the multiplier is always *2.
+            if (entity.getAvatar().getSkillDepot() == null) {
+                continue;
+            }
+
+            ElementType avatarElement = entity.getAvatar().getSkillDepot().getElementType();
+            ElementType ballElement = switch (elemBall.getItemId()) {
+                case 2001, 2017 -> ElementType.Fire;
+                case 2002, 2018 -> ElementType.Water;
+                case 2003, 2019 -> ElementType.Grass;
+                case 2004, 2020 -> ElementType.Electric;
+                case 2005, 2021 -> ElementType.Wind;
+                case 2006, 2022 -> ElementType.Ice;
+                case 2007, 2023 -> ElementType.Rock;
+                default -> null;
+            };
+
+            float elementBonus = (ballElement == null) ? 2.0f : (avatarElement == ballElement) ? 3.0f : 1.0f;
+
+            // Add the energy.
+            entity.addEnergy(baseEnergy * elementBonus * offFieldPenalty * elemBall.getCount(), PropChangeReason.PROP_CHANGE_REASON_ENERGY_BALL);
+        }
+    }
+
+    /**********
+     Energy generation for NAs/CAs.
+     **********/
+    private void generateEnergyForNormalAndCharged(EntityAvatar avatar) {
+        // This logic is based on the descriptions given in
+        //     https://genshin-impact.fandom.com/wiki/Energy#Energy_Generated_by_Normal_Attacks
+        //     https://library.keqingmains.com/combat-mechanics/energy#auto-attacking
+        // Those descriptions are lacking in some information, so this implementation most likely
+        // does not fully replicate the behavior of the official server. Open questions:
+        //    - Does the probability for a character reset after some time?
+        //    - Does the probability for a character reset when switching them out?
+        //    - Does this really count every individual hit separately?
+
+        // Get the avatar's weapon type.
+        WeaponType weaponType = avatar.getAvatar().getAvatarData().getWeaponType();
+
+        // Check if we already have probability data for this avatar. If not, insert it.
+        if (!this.avatarNormalProbabilities.containsKey(avatar)) {
+            this.avatarNormalProbabilities.put(avatar, weaponType.getEnergyGainInitialProbability());
+        }
+
+        // Roll for energy.
+        int currentProbability = this.avatarNormalProbabilities.get(avatar);
+        int roll = ThreadLocalRandom.current().nextInt(0, 100);
+
+        // If the player wins the roll, we increase the avatar's energy and reset the probability.
+        if (roll < currentProbability) {
+            avatar.addEnergy(1.0f, PropChangeReason.PROP_CHANGE_REASON_ABILITY, true);
+            this.avatarNormalProbabilities.put(avatar, weaponType.getEnergyGainInitialProbability());
+        }
+        // Otherwise, we increase the probability for the next hit.
+        else {
+            this.avatarNormalProbabilities.put(avatar, currentProbability + weaponType.getEnergyGainIncreaseProbability());
+        }
+    }
+
+    public void handleAttackHit(EvtBeingHitInfo hitInfo) {
+        // Get the attack result.
+        AttackResult attackRes = hitInfo.getAttackResult();
+
+        // Make sure the attack was performed by the currently active avatar. If not, we ignore the hit.
+        Optional<EntityAvatar> attackerEntity = this.getCastingAvatarEntityForEnergy(attackRes.getAttackerId());
+        if (attackerEntity.isEmpty() || this.player.getTeamManager().getCurrentAvatarEntity().getId() != attackerEntity.get().getId()) {
+            return;
+        }
+
+        // Make sure the target is an actual enemy.
+        GameEntity targetEntity = this.player.getScene().getEntityById(attackRes.getDefenseId());
+        if (!(targetEntity instanceof EntityMonster)) {
+            return;
+        }
+
+        EntityMonster targetMonster = (EntityMonster)targetEntity;
+        MonsterType targetType = targetMonster.getMonsterData().getType();
+        if (targetType != MonsterType.MONSTER_ORDINARY && targetType != MonsterType.MONSTER_BOSS) {
+            return;
+        }
+
+        // Get the ability that caused this hit.
+        AbilityIdentifier ability = attackRes.getAbilityIdentifier();
+
+        // Make sure there is no actual "ability" associated with the hit. For now, this is how we
+        // identify normal and charged attacks. Note that this is not completely accurate:
+        //    - Many character's charged attacks have an ability associated with them. This means that,
+        //      for now, we don't identify charged attacks reliably.
+        //    - There might also be some cases where we incorrectly identify something as a normal or
+        //      charged attack that is not (Diluc's E?).
+        //    - Catalyst normal attacks have an ability, so we don't handle those for now.
+        // ToDo: Fix all of that.
+        if (ability != AbilityIdentifier.getDefaultInstance()) {
+            return;
+        }
+
+        // Handle the energy generation.
+        this.generateEnergyForNormalAndCharged(attackerEntity.get());
+    }
+
+
+    /**********
+     Energy logic related to using skills.
+     **********/
+    private void handleBurstCast(Avatar avatar, int skillId) {
+        // Don't do anything if energy usage is disabled.
+        if (!GAME_OPTIONS.energyUsage || !this.energyUsage) {
+            return;
+        }
+
+        // If the cast skill was a burst, consume energy.
+        if (avatar.getSkillDepot() != null && skillId == avatar.getSkillDepot().getEnergySkill()) {
+            avatar.getAsEntity().clearEnergy(PropChangeReason.PROP_CHANGE_REASON_ABILITY);
+        }
+    }
+
+    public void handleEvtDoSkillSuccNotify(GameSession session, int skillId, int casterId) {
+        // Determine the entity that has cast the skill. Cancel if we can't find that avatar.
+        Optional<EntityAvatar> caster = this.player.getTeamManager().getActiveTeam().stream()
+                .filter(character -> character.getId() == casterId)
+                .findFirst();
+
+        if (caster.isEmpty()) {
+            return;
+        }
+
+        Avatar avatar = caster.get().getAvatar();
+
+        // Handle elemental burst.
+        this.handleBurstCast(avatar, skillId);
+    }
+
+    /**********
+     Monster energy drops.
+     **********/
+    private void generateElemBallDrops(EntityMonster monster, int dropId) {
+        // Generate all drops specified for the given drop id.
+        if (!energyDropData.containsKey(dropId)) {
+            Grasscutter.getLogger().warn("No drop data for dropId {} found.", dropId);
+            return;
+        }
+
+        for (EnergyDropInfo info : energyDropData.get(dropId)) {
+            this.generateElemBall(info.getBallId(), monster.getPosition(), info.getCount());
+        }
+    }
+    public void handleMonsterEnergyDrop(EntityMonster monster, float hpBeforeDamage, float hpAfterDamage) {
+        // Make sure this is actually a monster.
+        // Note that some wildlife also has that type, like boars or birds.
+        MonsterType type = monster.getMonsterData().getType();
+        if (type != MonsterType.MONSTER_ORDINARY && type != MonsterType.MONSTER_BOSS) {
+            return;
+        }
+
+        // Calculate the HP tresholds for before and after the damage was taken.
+        float maxHp = monster.getFightProperty(FightProperty.FIGHT_PROP_MAX_HP);
+        float thresholdBefore = hpBeforeDamage / maxHp;
+        float thresholdAfter = hpAfterDamage / maxHp;
+
+        // Determine the thresholds the monster has passed, and generate drops based on that.
+        for (HpDrops drop : monster.getMonsterData().getHpDrops()) {
+            if (drop.getDropId() == 0) {
+                continue;
+            }
+
+            float threshold = drop.getHpPercent() / 100.0f;
+            if (threshold < thresholdBefore && threshold >= thresholdAfter) {
+                generateElemBallDrops(monster, drop.getDropId());
+            }
+        }
+
+        // Handle kill drops.
+        if (hpAfterDamage <= 0 && monster.getMonsterData().getKillDropId() != 0) {
+            generateElemBallDrops(monster, monster.getMonsterData().getKillDropId());
+        }
+    }
+
+    /**********
+     Utility.
+     **********/
+    private void generateElemBall(int ballId, Position position, int count) {
+        // Generate a particle/orb with the specified parameters.
+        ItemData itemData = GameData.getItemDataMap().get(ballId);
+        if (itemData == null) {
+            return;
+        }
+
+        EntityItem energyBall = new EntityItem(this.getPlayer().getScene(), this.getPlayer(), itemData, position, count);
+        this.getPlayer().getScene().addEntity(energyBall);
+    }
+
+    private Optional<EntityAvatar> getCastingAvatarEntityForEnergy(int invokeEntityId) {
+        // To determine the avatar that has cast the skill that caused the energy particle to be generated,
+        // we have to look at the entity that has invoked the ability. This can either be that avatar directly,
+        // or it can be an `EntityClientGadget`, owned (some way up the owner hierarchy) by the avatar
+        // that cast the skill.
+
+        // Try to get the invoking entity from the scene.
+        GameEntity entity = player.getScene().getEntityById(invokeEntityId);
+
+        // Determine the ID of the entity that originally cast this skill. If the scene entity is null,
+        // or not an `EntityClientGadget`, we assume that we are directly looking at the casting avatar
+        // (the null case will happen if the avatar was switched out between casting the skill and the
+        // particle being generated). If the scene entity is an `EntityClientGadget`, we need to find the
+        // ID of the original owner of that gadget.
+        int avatarEntityId =
+                (!(entity instanceof EntityClientGadget))
+                        ? invokeEntityId
+                        : ((EntityClientGadget)entity).getOriginalOwnerEntityId();
+
+        // Finally, find the avatar entity in the player's team.
+        return player.getTeamManager().getActiveTeam()
+                .stream()
+                .filter(character -> character.getId() == avatarEntityId)
+                .findFirst();
+    }
+
+    public Boolean getEnergyUsage() {
+        return energyUsage;
+    }
+
+    public void setEnergyUsage(Boolean energyUsage) {
+        this.energyUsage = energyUsage;
+    }
+}
\ No newline at end of file
diff --git a/src/main/resources/languages/en-US.json b/src/main/resources/languages/en-US.json
index 0c9937b2..14e2b7b6 100644
--- a/src/main/resources/languages/en-US.json
+++ b/src/main/resources/languages/en-US.json
@@ -184,6 +184,12 @@
       "success": "NoStamina is now %s for %s.",
       "description": "Keep your endurance to the maximum."
     },
+    "unlimitenergy": {
+      "usage": "unlimitenergy [targetUID] [on | off | toggle ]",
+      "success": "unlimitenergy is now %s for %s.",
+      "description": "Use the element does not waste energy in unlimitenergy on",
+      "config_error": "Command is disable,because energyUsage is false in config.json."
+    },
     "heal": {
       "success": "All characters have been healed.",
       "description": "Heal all characters in your current team."
diff --git a/src/main/resources/languages/zh-CN.json b/src/main/resources/languages/zh-CN.json
index fc6cafb0..47d58f48 100644
--- a/src/main/resources/languages/zh-CN.json
+++ b/src/main/resources/languages/zh-CN.json
@@ -157,6 +157,12 @@
       "success": "NoStamina 宸茶涓� %s銆俒鐢ㄦ埛锛�%s]",
       "description": "淇濇寔浣犵殑浣撳姏澶勪簬鏈€楂樼姸鎬�"
     },
+    "unlimitenergy": {
+      "usage": "鐢ㄦ硶锛歶nlimitenergy [鐩爣鐜╁] [on | off | toggle ]",
+      "success": "unlimitEnergy 宸茶涓� %s銆俒鐢ㄦ埛锛�%s]",
+      "description": "浣跨敤鍏冪礌鐖嗗彂涓嶆秷鑰楄兘閲�",
+      "config_error": "褰撳墠鍛戒护涓嶅彲鐢紝闇€瑕佸湪config.json涓厤缃� energyUsage : true 鎵嶅彲鐢熸晥"
+    },
     "giveArtifact": {
       "usage": "鐢ㄦ硶锛歡iveart|gart [鐜╁] <鍦i仐鐗㊣D> <涓昏瘝鏉D> [<鍓瘝鏉D>[,<寮哄寲娆℃暟>]]... [绛夌骇]",
       "id_error": "鏃犳晥鐨勫湥閬楃墿ID銆�",
-- 
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