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; ...@@ -46,394 +46,404 @@ import com.google.gson.reflect.TypeToken;
import com.google.protobuf.InvalidProtocolBufferException; import com.google.protobuf.InvalidProtocolBufferException;
public class EnergyManager { public class EnergyManager {
private final Player player; private final Player player;
private final Map<EntityAvatar, Integer> avatarNormalProbabilities; private final Map<EntityAvatar, Integer> avatarNormalProbabilities;
// energyUsage for each player
private final static Int2ObjectMap<List<EnergyDropInfo>> energyDropData = new Int2ObjectOpenHashMap<>(); private Boolean energyUsage;
private final static Int2ObjectMap<List<SkillParticleGenerationInfo>> skillParticleGenerationData = new Int2ObjectOpenHashMap<>(); 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; public EnergyManager(Player player) {
this.avatarNormalProbabilities = new HashMap<>(); this.player = player;
} this.avatarNormalProbabilities = new HashMap<>();
this.energyUsage=GAME_OPTIONS.energyUsage;
public Player getPlayer() { }
return this.player;
} 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"))) { public static void initialize() {
List<EnergyDropEntry> energyDropList = Grasscutter.getGsonFactory().fromJson(fileReader, TypeToken.getParameterized(Collection.class, EnergyDropEntry.class).getType()); // Read the data we need for monster energy drops.
try (Reader fileReader = new InputStreamReader(DataLoader.load("EnergyDrop.json"))) {
for (EnergyDropEntry entry : energyDropList) { List<EnergyDropEntry> energyDropList = Grasscutter.getGsonFactory().fromJson(fileReader, TypeToken.getParameterized(Collection.class, EnergyDropEntry.class).getType());
energyDropData.put(entry.getDropId(), entry.getDropList());
} for (EnergyDropEntry entry : energyDropList) {
energyDropData.put(entry.getDropId(), entry.getDropList());
Grasscutter.getLogger().info("Energy drop data successfully loaded."); }
}
catch (Exception ex) { Grasscutter.getLogger().info("Energy drop data successfully loaded.");
Grasscutter.getLogger().error("Unable to load energy drop data.", ex); }
} 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()); // Read the data for particle generation from skills
try (Reader fileReader = new InputStreamReader(DataLoader.load("SkillParticleGeneration.json"))) {
for (SkillParticleGenerationEntry entry : skillParticleGenerationList) { List<SkillParticleGenerationEntry> skillParticleGenerationList = Grasscutter.getGsonFactory().fromJson(fileReader, TypeToken.getParameterized(Collection.class, SkillParticleGenerationEntry.class).getType());
skillParticleGenerationData.put(entry.getAvatarId(), entry.getAmountList());
} for (SkillParticleGenerationEntry entry : skillParticleGenerationList) {
skillParticleGenerationData.put(entry.getAvatarId(), entry.getAmountList());
Grasscutter.getLogger().info("Skill particle generation data successfully loaded."); }
}
catch (Exception ex) { Grasscutter.getLogger().info("Skill particle generation data successfully loaded.");
Grasscutter.getLogger().error("Unable to load skill particle generation data data.", ex); }
} 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) { Particle creation for elemental skills.
// We default to two particles. **********/
int count = 2; private int getBallCountForAvatar(int avatarId) {
// We default to two particles.
// If we don't have any data for this avatar, stop. int count = 2;
if (!skillParticleGenerationData.containsKey(avatarId)) {
Grasscutter.getLogger().warn("No particle generation data for avatarId {} found.", avatarId); // If we don't have any data for this avatar, stop.
} if (!skillParticleGenerationData.containsKey(avatarId)) {
// If we do have data, roll for how many particles we should generate. Grasscutter.getLogger().warn("No particle generation data for avatarId {} found.", avatarId);
else { }
int roll = ThreadLocalRandom.current().nextInt(0, 100); // If we do have data, roll for how many particles we should generate.
int percentageStack = 0; else {
for (SkillParticleGenerationInfo info : skillParticleGenerationData.get(avatarId)) { int roll = ThreadLocalRandom.current().nextInt(0, 100);
int chance = info.getChance(); int percentageStack = 0;
percentageStack += chance; for (SkillParticleGenerationInfo info : skillParticleGenerationData.get(avatarId)) {
if (roll < percentageStack) { int chance = info.getChance();
count = info.getValue(); percentageStack += chance;
break; if (roll < percentageStack) {
} count = info.getValue();
} break;
} }
}
// Done. }
return count;
} // Done.
return count;
private int getBallIdForElement(ElementType element) { }
// If we have no element, we default to an elementless particle.
if (element == null) { private int getBallIdForElement(ElementType element) {
return 2024; // 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; // Otherwise, we determin the particle's ID based on the element.
case Water -> 2018; return switch (element) {
case Grass -> 2019; case Fire -> 2017;
case Electric -> 2020; case Water -> 2018;
case Wind -> 2021; case Grass -> 2019;
case Ice -> 2022; case Electric -> 2020;
case Rock -> 2023; case Wind -> 2021;
default -> 2024; 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. public void handleGenerateElemBall(AbilityInvokeEntry invoke) throws InvalidProtocolBufferException {
// We are not handling this correctly at the moment. // ToDo:
// This is also called when a weapon like Favonius Warbow etc. creates energy through its passive.
// Get action info. // We are not handling this correctly at the moment.
AbilityActionGenerateElemBall action = AbilityActionGenerateElemBall.parseFrom(invoke.getAbilityData());
if (action == null) { // Get action info.
return; AbilityActionGenerateElemBall action = AbilityActionGenerateElemBall.parseFrom(invoke.getAbilityData());
} if (action == null) {
return;
// Default to an elementless particle. }
int itemId = 2024;
// Default to an elementless particle.
// Generate 2 particles by default. int itemId = 2024;
int amount = 2;
// Generate 2 particles by default.
// Try to get the casting avatar from the player's party. int amount = 2;
Optional<EntityAvatar> avatarEntity = getCastingAvatarEntityForEnergy(invoke.getEntityId());
// Try to get the casting avatar from the player's party.
// Bug: invokes twice sometimes, Ayato, Keqing Optional<EntityAvatar> avatarEntity = getCastingAvatarEntityForEnergy(invoke.getEntityId());
// ToDo: deal with press, hold difference. deal with charge(Beidou, Yunjin)
if (avatarEntity.isPresent()) { // Bug: invokes twice sometimes, Ayato, Keqing
Avatar avatar = avatarEntity.get().getAvatar(); // ToDo: deal with press, hold difference. deal with charge(Beidou, Yunjin)
if (avatarEntity.isPresent()) {
if (avatar != null) { Avatar avatar = avatarEntity.get().getAvatar();
int avatarId = avatar.getAvatarId();
AvatarSkillDepotData skillDepotData = avatar.getSkillDepot(); if (avatar != null) {
int avatarId = avatar.getAvatarId();
// Determine how many particles we need to create for this avatar. AvatarSkillDepotData skillDepotData = avatar.getSkillDepot();
amount = this.getBallCountForAvatar(avatarId);
// Determine how many particles we need to create for this avatar.
// Determine the avatar's element, and based on that the ID of the amount = this.getBallCountForAvatar(avatarId);
// particles we have to generate.
if (skillDepotData != null) { // Determine the avatar's element, and based on that the ID of the
ElementType element = skillDepotData.getElementType(); // particles we have to generate.
itemId = getBallIdForElement(element); 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); // 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) { Pickup of elemental particles and orbs.
// Check if the item is indeed an energy particle/orb. **********/
if (elemBall.getItemId() < 2001 ||elemBall.getItemId() > 2024) { public void handlePickupElemBall(GameItem elemBall) {
return; // 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; // 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.
// Add energy to every team member. float baseEnergy = (elemBall.getItemId() <= 2008) ? 3.0f : 1.0f;
for (int i = 0; i < this.player.getTeamManager().getActiveTeam().size(); i++) {
EntityAvatar entity = this.player.getTeamManager().getActiveTeam().get(i); // Add energy to every team member.
for (int i = 0; i < this.player.getTeamManager().getActiveTeam().size(); i++) {
// On-field vs off-field multiplier. EntityAvatar entity = this.player.getTeamManager().getActiveTeam().get(i);
// The on-field character gets no penalty.
// Off-field characters get a penalty depending on the team size, as follows: // On-field vs off-field multiplier.
// - 2 character team: 0.8 // The on-field character gets no penalty.
// - 3 character team: 0.7 // Off-field characters get a penalty depending on the team size, as follows:
// - 4 character team: 0.6 // - 2 character team: 0.8
// - etc. // - 3 character team: 0.7
// We set a lower bound of 0.1 here, to avoid gaining no or negative energy. // - 4 character team: 0.6
float offFieldPenalty = // - etc.
(this.player.getTeamManager().getCurrentCharacterIndex() == i) // We set a lower bound of 0.1 here, to avoid gaining no or negative energy.
? 1.0f float offFieldPenalty =
: 1.0f - this.player.getTeamManager().getActiveTeam().size() * 0.1f; (this.player.getTeamManager().getCurrentCharacterIndex() == i)
offFieldPenalty = Math.max(offFieldPenalty, 0.1f); ? 1.0f
: 1.0f - this.player.getTeamManager().getActiveTeam().size() * 0.1f;
// Same element/neutral bonus. offFieldPenalty = Math.max(offFieldPenalty, 0.1f);
// 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. // Same element/neutral bonus.
if (entity.getAvatar().getSkillDepot() == null) { // Same-element characters get a bonus of *3, while different-element characters get no bonus at all.
continue; // 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; ElementType avatarElement = entity.getAvatar().getSkillDepot().getElementType();
case 2002, 2018 -> ElementType.Water; ElementType ballElement = switch (elemBall.getItemId()) {
case 2003, 2019 -> ElementType.Grass; case 2001, 2017 -> ElementType.Fire;
case 2004, 2020 -> ElementType.Electric; case 2002, 2018 -> ElementType.Water;
case 2005, 2021 -> ElementType.Wind; case 2003, 2019 -> ElementType.Grass;
case 2006, 2022 -> ElementType.Ice; case 2004, 2020 -> ElementType.Electric;
case 2007, 2023 -> ElementType.Rock; case 2005, 2021 -> ElementType.Wind;
default -> null; 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. float elementBonus = (ballElement == null) ? 2.0f : (avatarElement == ballElement) ? 3.0f : 1.0f;
entity.addEnergy(baseEnergy * elementBonus * offFieldPenalty * elemBall.getCount(), PropChangeReason.PROP_CHANGE_REASON_ENERGY_BALL);
} // 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) { Energy generation for NAs/CAs.
// This logic is based on the descriptions given in **********/
// https://genshin-impact.fandom.com/wiki/Energy#Energy_Generated_by_Normal_Attacks private void generateEnergyForNormalAndCharged(EntityAvatar avatar) {
// https://library.keqingmains.com/combat-mechanics/energy#auto-attacking // This logic is based on the descriptions given in
// Those descriptions are lacking in some information, so this implementation most likely // https://genshin-impact.fandom.com/wiki/Energy#Energy_Generated_by_Normal_Attacks
// does not fully replicate the behavior of the official server. Open questions: // https://library.keqingmains.com/combat-mechanics/energy#auto-attacking
// - Does the probability for a character reset after some time? // Those descriptions are lacking in some information, so this implementation most likely
// - Does the probability for a character reset when switching them out? // does not fully replicate the behavior of the official server. Open questions:
// - Does this really count every individual hit separately? // - Does the probability for a character reset after some time?
// - Does the probability for a character reset when switching them out?
// Get the avatar's weapon type. // - Does this really count every individual hit separately?
WeaponType weaponType = avatar.getAvatar().getAvatarData().getWeaponType();
// Get the avatar's weapon type.
// Check if we already have probability data for this avatar. If not, insert it. WeaponType weaponType = avatar.getAvatar().getAvatarData().getWeaponType();
if (!this.avatarNormalProbabilities.containsKey(avatar)) {
this.avatarNormalProbabilities.put(avatar, weaponType.getEnergyGainInitialProbability()); // 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); // Roll for energy.
int currentProbability = this.avatarNormalProbabilities.get(avatar);
// If the player wins the roll, we increase the avatar's energy and reset the probability. int roll = ThreadLocalRandom.current().nextInt(0, 100);
if (roll < currentProbability) {
avatar.addEnergy(1.0f, PropChangeReason.PROP_CHANGE_REASON_ABILITY, true); // If the player wins the roll, we increase the avatar's energy and reset the probability.
this.avatarNormalProbabilities.put(avatar, weaponType.getEnergyGainInitialProbability()); if (roll < currentProbability) {
} avatar.addEnergy(1.0f, PropChangeReason.PROP_CHANGE_REASON_ABILITY, true);
// Otherwise, we increase the probability for the next hit. this.avatarNormalProbabilities.put(avatar, weaponType.getEnergyGainInitialProbability());
else { }
this.avatarNormalProbabilities.put(avatar, currentProbability + weaponType.getEnergyGainIncreaseProbability()); // 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(); public void handleAttackHit(EvtBeingHitInfo hitInfo) {
// Get the attack result.
// Make sure the attack was performed by the currently active avatar. If not, we ignore the hit. AttackResult attackRes = hitInfo.getAttackResult();
Optional<EntityAvatar> attackerEntity = this.getCastingAvatarEntityForEnergy(attackRes.getAttackerId());
if (attackerEntity.isEmpty() || this.player.getTeamManager().getCurrentAvatarEntity().getId() != attackerEntity.get().getId()) { // Make sure the attack was performed by the currently active avatar. If not, we ignore the hit.
return; 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)) { // Make sure the target is an actual enemy.
return; 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) { EntityMonster targetMonster = (EntityMonster)targetEntity;
return; 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();
// Get the ability that caused this hit.
// Make sure there is no actual "ability" associated with the hit. For now, this is how we AbilityIdentifier ability = attackRes.getAbilityIdentifier();
// 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, // Make sure there is no actual "ability" associated with the hit. For now, this is how we
// for now, we don't identify charged attacks reliably. // identify normal and charged attacks. Note that this is not completely accurate:
// - There might also be some cases where we incorrectly identify something as a normal or // - Many character's charged attacks have an ability associated with them. This means that,
// charged attack that is not (Diluc's E?). // for now, we don't identify charged attacks reliably.
// - Catalyst normal attacks have an ability, so we don't handle those for now. // - There might also be some cases where we incorrectly identify something as a normal or
// ToDo: Fix all of that. // charged attack that is not (Diluc's E?).
if (ability != AbilityIdentifier.getDefaultInstance()) { // - Catalyst normal attacks have an ability, so we don't handle those for now.
return; // ToDo: Fix all of that.
} if (ability != AbilityIdentifier.getDefaultInstance()) {
return;
// Handle the energy generation. }
this.generateEnergyForNormalAndCharged(attackerEntity.get());
} // Handle the energy generation.
this.generateEnergyForNormalAndCharged(attackerEntity.get());
}
/**********
Energy logic related to using skills.
**********/ /**********
private void handleBurstCast(Avatar avatar, int skillId) { Energy logic related to using skills.
// Don't do anything if energy usage is disabled. **********/
if (!GAME_OPTIONS.energyUsage) { private void handleBurstCast(Avatar avatar, int skillId) {
return; // 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); // 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() public void handleEvtDoSkillSuccNotify(GameSession session, int skillId, int casterId) {
.filter(character -> character.getId() == casterId) // Determine the entity that has cast the skill. Cancel if we can't find that avatar.
.findFirst(); Optional<EntityAvatar> caster = this.player.getTeamManager().getActiveTeam().stream()
.filter(character -> character.getId() == casterId)
if (caster.isEmpty()) { .findFirst();
return;
} if (caster.isEmpty()) {
return;
Avatar avatar = caster.get().getAvatar(); }
// Handle elemental burst. Avatar avatar = caster.get().getAvatar();
this.handleBurstCast(avatar, skillId);
} // Handle elemental burst.
this.handleBurstCast(avatar, skillId);
/********** }
Monster energy drops.
**********/ /**********
private void generateElemBallDrops(EntityMonster monster, int dropId) { Monster energy drops.
// Generate all drops specified for the given drop id. **********/
if (!energyDropData.containsKey(dropId)) { private void generateElemBallDrops(EntityMonster monster, int dropId) {
Grasscutter.getLogger().warn("No drop data for dropId {} found.", dropId); // Generate all drops specified for the given drop id.
return; 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());
} 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. public void handleMonsterEnergyDrop(EntityMonster monster, float hpBeforeDamage, float hpAfterDamage) {
MonsterType type = monster.getMonsterData().getType(); // Make sure this is actually a monster.
if (type != MonsterType.MONSTER_ORDINARY && type != MonsterType.MONSTER_BOSS) { // Note that some wildlife also has that type, like boars or birds.
return; 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; // Calculate the HP tresholds for before and after the damage was taken.
float thresholdAfter = hpAfterDamage / maxHp; float maxHp = monster.getFightProperty(FightProperty.FIGHT_PROP_MAX_HP);
float thresholdBefore = hpBeforeDamage / maxHp;
// Determine the thresholds the monster has passed, and generate drops based on that. float thresholdAfter = hpAfterDamage / maxHp;
for (HpDrops drop : monster.getMonsterData().getHpDrops()) {
if (drop.getDropId() == 0) { // Determine the thresholds the monster has passed, and generate drops based on that.
continue; 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()); 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()); // 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) { Utility.
// Generate a particle/orb with the specified parameters. **********/
ItemData itemData = GameData.getItemDataMap().get(ballId); private void generateElemBall(int ballId, Position position, int count) {
if (itemData == null) { // Generate a particle/orb with the specified parameters.
return; 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);
} 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, private Optional<EntityAvatar> getCastingAvatarEntityForEnergy(int invokeEntityId) {
// or it can be an `EntityClientGadget`, owned (some way up the owner hierarchy) by the avatar // To determine the avatar that has cast the skill that caused the energy particle to be generated,
// that cast the skill. // 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
// Try to get the invoking entity from the scene. // that cast the skill.
GameEntity entity = player.getScene().getEntityById(invokeEntityId);
// Try to get the invoking entity from the scene.
// Determine the ID of the entity that originally cast this skill. If the scene entity is null, GameEntity entity = player.getScene().getEntityById(invokeEntityId);
// 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 // Determine the ID of the entity that originally cast this skill. If the scene entity is null,
// particle being generated). If the scene entity is an `EntityClientGadget`, we need to find the // or not an `EntityClientGadget`, we assume that we are directly looking at the casting avatar
// ID of the original owner of that gadget. // (the null case will happen if the avatar was switched out between casting the skill and the
int avatarEntityId = // particle being generated). If the scene entity is an `EntityClientGadget`, we need to find the
(!(entity instanceof EntityClientGadget)) // ID of the original owner of that gadget.
? invokeEntityId int avatarEntityId =
: ((EntityClientGadget)entity).getOriginalOwnerEntityId(); (!(entity instanceof EntityClientGadget))
? invokeEntityId
// Finally, find the avatar entity in the player's team. : ((EntityClientGadget)entity).getOriginalOwnerEntityId();
return player.getTeamManager().getActiveTeam()
.stream() // Finally, find the avatar entity in the player's team.
.filter(character -> character.getId() == avatarEntityId) return player.getTeamManager().getActiveTeam()
.findFirst(); .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 @@ ...@@ -184,6 +184,12 @@
"success": "NoStamina is now %s for %s.", "success": "NoStamina is now %s for %s.",
"description": "Keep your endurance to the maximum." "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": { "heal": {
"success": "All characters have been healed.", "success": "All characters have been healed.",
"description": "Heal all characters in your current team." "description": "Heal all characters in your current team."
......
...@@ -157,6 +157,12 @@ ...@@ -157,6 +157,12 @@
"success": "NoStamina 已设为 %s。[用户:%s]", "success": "NoStamina 已设为 %s。[用户:%s]",
"description": "保持你的体力处于最高状态" "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": { "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]", "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。", "id_error": "无效的圣遗物ID。",
......
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