Commit 934fb587 authored by liizfq's avatar liizfq Committed by GitHub
Browse files

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
parent fa2ab598
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()));
}
}
......@@ -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
......@@ -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."
......
......@@ -157,6 +157,12 @@
"success": "NoStamina 已设为 %s。[用户:%s]",
"description": "保持你的体力处于最高状态"
},
"unlimitenergy": {
"usage": "用法:unlimitenergy [目标玩家] [on | off | toggle ]",
"success": "unlimitEnergy 已设为 %s。[用户:%s]",
"description": "使用元素爆发不消耗能量",
"config_error": "当前命令不可用,需要在config.json中配置 energyUsage : true 才可生效"
},
"giveArtifact": {
"usage": "用法:giveart|gart [玩家] <圣遗物ID> <主词条ID> [<副词条ID>[,<强化次数>]]... [等级]",
"id_error": "无效的圣遗物ID。",
......
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