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ziqian zhang
Grasscutter
Commits
b9b4b6f4
Commit
b9b4b6f4
authored
Aug 01, 2022
by
KingRainbow44
Browse files
Clean-up the energy manager
parent
c3570501
Changes
1
Hide whitespace changes
Inline
Side-by-side
src/main/java/emu/grasscutter/game/managers/energy/EnergyManager.java
View file @
b9b4b6f4
...
...
@@ -28,7 +28,6 @@ import emu.grasscutter.net.proto.EvtBeingHitInfoOuterClass.EvtBeingHitInfo;
import
emu.grasscutter.net.proto.PropChangeReasonOuterClass.PropChangeReason
;
import
emu.grasscutter.server.game.GameSession
;
import
emu.grasscutter.utils.Position
;
import
it.unimi.dsi.fastutil.ints.Int2IntMap
;
import
it.unimi.dsi.fastutil.ints.Int2ObjectMap
;
import
it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap
;
...
...
@@ -42,15 +41,14 @@ import java.util.Optional;
import
java.util.concurrent.ThreadLocalRandom
;
import
static
emu
.
grasscutter
.
config
.
Configuration
.
GAME_OPTIONS
;
import
static
java
.
util
.
Map
.
entry
;
import
com.google.gson.reflect.TypeToken
;
import
com.google.protobuf.InvalidProtocolBufferException
;
public
class
EnergyManager
extends
BasePlayerManager
{
private
final
Map
<
EntityAvatar
,
Integer
>
avatarNormalProbabilities
;
// energyUsage for each player
private
B
oolean
energyUsage
;
private
b
oolean
energyUsage
;
// Should energy usage be enabled for this player?
private
final
static
Int2ObjectMap
<
List
<
EnergyDropInfo
>>
energyDropData
=
new
Int2ObjectOpenHashMap
<>();
private
final
static
Int2ObjectMap
<
List
<
SkillParticleGenerationInfo
>>
skillParticleGenerationData
=
new
Int2ObjectOpenHashMap
<>();
...
...
@@ -90,9 +88,9 @@ public class EnergyManager extends BasePlayerManager {
}
}
/**
********
Particle creation for elemental skills.
*********
*/
/**
*
Particle creation for elemental skills.
*/
private
int
getBallCountForAvatar
(
int
avatarId
)
{
// We default to two particles.
int
count
=
2
;
...
...
@@ -120,12 +118,12 @@ public class EnergyManager extends BasePlayerManager {
}
private
int
getBallIdForElement
(
ElementType
element
)
{
// If we have no element, we default to an elementless particle.
// If we have no element, we default to an element
-
less particle.
if
(
element
==
null
)
{
return
2024
;
}
// Otherwise, we determin the particle's ID based on the element.
// Otherwise, we determin
e
the particle's ID based on the element.
return
switch
(
element
)
{
case
Fire
->
2017
;
case
Water
->
2018
;
...
...
@@ -156,7 +154,7 @@ public class EnergyManager extends BasePlayerManager {
int
amount
=
2
;
// Try to get the casting avatar from the player's party.
Optional
<
EntityAvatar
>
avatarEntity
=
getCastingAvatarEntityForEnergy
(
invoke
.
getEntityId
());
Optional
<
EntityAvatar
>
avatarEntity
=
this
.
getCastingAvatarEntityForEnergy
(
invoke
.
getEntityId
());
// Bug: invokes twice sometimes, Ayato, Keqing
// ToDo: deal with press, hold difference. deal with charge(Beidou, Yunjin)
...
...
@@ -174,20 +172,21 @@ public class EnergyManager extends BasePlayerManager {
// particles we have to generate.
if
(
skillDepotData
!=
null
)
{
ElementType
element
=
skillDepotData
.
getElementType
();
itemId
=
getBallIdForElement
(
element
);
itemId
=
this
.
getBallIdForElement
(
element
);
}
}
}
// Generate the particles.
for
(
int
i
=
0
;
i
<
amount
;
i
++)
{
generateElemBall
(
itemId
,
new
Position
(
action
.
getPos
()),
1
);
this
.
generateElemBall
(
itemId
,
new
Position
(
action
.
getPos
()),
1
);
}
}
/**********
Pickup of elemental particles and orbs.
**********/
/**
* Pickup of elemental particles and orbs.
* @param elemBall The elemental particle or orb.
*/
public
void
handlePickupElemBall
(
GameItem
elemBall
)
{
// Check if the item is indeed an energy particle/orb.
if
(
elemBall
.
getItemId
()
<
2001
||
elemBall
.
getItemId
()
>
2024
)
{
...
...
@@ -242,9 +241,10 @@ public class EnergyManager extends BasePlayerManager {
}
}
/**********
Energy generation for NAs/CAs.
**********/
/**
* Energy generation for NAs/CAs.
* @param avatar The avatar.
*/
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
...
...
@@ -290,11 +290,10 @@ public class EnergyManager extends BasePlayerManager {
// Make sure the target is an actual enemy.
GameEntity
targetEntity
=
this
.
player
.
getScene
().
getEntityById
(
attackRes
.
getDefenseId
());
if
(!(
targetEntity
instanceof
EntityMonster
))
{
if
(!(
targetEntity
instanceof
EntityMonster
targetMonster
))
{
return
;
}
EntityMonster
targetMonster
=
(
EntityMonster
)
targetEntity
;
MonsterType
targetType
=
targetMonster
.
getMonsterData
().
getType
();
if
(
targetType
!=
MonsterType
.
MONSTER_ORDINARY
&&
targetType
!=
MonsterType
.
MONSTER_BOSS
)
{
return
;
...
...
@@ -319,10 +318,10 @@ public class EnergyManager extends BasePlayerManager {
this
.
generateEnergyForNormalAndCharged
(
attackerEntity
.
get
());
}
/*
* Energy logic related to using skills.
*/
/**********
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
)
{
...
...
@@ -351,9 +350,10 @@ public class EnergyManager extends BasePlayerManager {
this
.
handleBurstCast
(
avatar
,
skillId
);
}
/**********
Monster energy drops.
**********/
/*
* Monster energy drops.
*/
private
void
generateElemBallDrops
(
EntityMonster
monster
,
int
dropId
)
{
// Generate all drops specified for the given drop id.
if
(!
energyDropData
.
containsKey
(
dropId
))
{
...
...
@@ -365,6 +365,7 @@ public class EnergyManager extends BasePlayerManager {
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.
...
...
@@ -373,7 +374,7 @@ public class EnergyManager extends BasePlayerManager {
return
;
}
// Calculate the HP tresholds for before and after the damage was taken.
// Calculate the HP t
h
resholds 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
;
...
...
@@ -386,19 +387,20 @@ public class EnergyManager extends BasePlayerManager {
float
threshold
=
drop
.
getHpPercent
()
/
100.0f
;
if
(
threshold
<
thresholdBefore
&&
threshold
>=
thresholdAfter
)
{
generateElemBallDrops
(
monster
,
drop
.
getDropId
());
this
.
generateElemBallDrops
(
monster
,
drop
.
getDropId
());
}
}
// Handle kill drops.
if
(
hpAfterDamage
<=
0
&&
monster
.
getMonsterData
().
getKillDropId
()
!=
0
)
{
generateElemBallDrops
(
monster
,
monster
.
getMonsterData
().
getKillDropId
());
this
.
generateElemBallDrops
(
monster
,
monster
.
getMonsterData
().
getKillDropId
());
}
}
/**********
Utility.
**********/
/*
* Utilities.
*/
private
void
generateElemBall
(
int
ballId
,
Position
position
,
int
count
)
{
// Generate a particle/orb with the specified parameters.
ItemData
itemData
=
GameData
.
getItemDataMap
().
get
(
ballId
);
...
...
@@ -417,7 +419,7 @@ public class EnergyManager extends BasePlayerManager {
// that cast the skill.
// Try to get the invoking entity from the scene.
GameEntity
entity
=
player
.
getScene
().
getEntityById
(
invokeEntityId
);
GameEntity
entity
=
this
.
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
...
...
@@ -430,20 +432,20 @@ public class EnergyManager extends BasePlayerManager {
:
((
EntityClientGadget
)
entity
).
getOriginalOwnerEntityId
();
// Finally, find the avatar entity in the player's team.
return
player
.
getTeamManager
().
getActiveTeam
()
return
this
.
player
.
getTeamManager
().
getActiveTeam
()
.
stream
()
.
filter
(
character
->
character
.
getId
()
==
avatarEntityId
)
.
findFirst
();
}
public
B
oolean
getEnergyUsage
()
{
return
energyUsage
;
public
b
oolean
getEnergyUsage
()
{
return
this
.
energyUsage
;
}
public
void
setEnergyUsage
(
B
oolean
energyUsage
)
{
public
void
setEnergyUsage
(
b
oolean
energyUsage
)
{
this
.
energyUsage
=
energyUsage
;
if
(!
energyUsage
)
{
// Refill team energy if usage is disabled
for
(
EntityAvatar
entityAvatar
:
player
.
getTeamManager
().
getActiveTeam
())
{
for
(
EntityAvatar
entityAvatar
:
this
.
player
.
getTeamManager
().
getActiveTeam
())
{
entityAvatar
.
addEnergy
(
1000
,
PropChangeReason
.
PROP_CHANGE_REASON_GM
,
true
);
}
}
...
...
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