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ziqian zhang
Grasscutter
Commits
bb372011
Commit
bb372011
authored
Jun 25, 2022
by
AnimeGitB
Committed by
Melledy
Jun 25, 2022
Browse files
Small putItem refactor
parent
bcc20c2d
Changes
1
Show whitespace changes
Inline
Side-by-side
src/main/java/emu/grasscutter/game/inventory/Inventory.java
View file @
bb372011
...
...
@@ -174,22 +174,29 @@ public class Inventory implements Iterable<GameItem> {
InventoryTab
tab
=
getInventoryTab
(
type
);
// Add
if
(
type
==
ItemType
.
ITEM_WEAPON
||
type
==
ItemType
.
ITEM_RELIQUARY
)
{
switch
(
type
)
{
case
ITEM_WEAPON:
case
ITEM_RELIQUARY:
if
(
tab
.
getSize
()
>=
tab
.
getMaxCapacity
())
{
return
null
;
}
// Duplicates cause problems
item
.
setCount
(
Math
.
max
(
item
.
getCount
(),
1
));
// Adds to inventory
putItem
(
item
,
tab
);
}
else
if
(
type
==
ItemType
.
ITEM_VIRTUAL
)
{
this
.
putItem
(
item
,
tab
);
// Set ownership and save to db
item
.
save
();
return
item
;
case
ITEM_VIRTUAL:
// Handle
this
.
addVirtualItem
(
item
.
getItemId
(),
item
.
getCount
());
return
item
;
}
else
if
(
item
.
getItemData
().
getMaterialType
()
==
MaterialType
.
MATERIAL_ADSORBATE
)
{
default
:
switch
(
item
.
getItemData
().
getMaterialType
())
{
case
MATERIAL_ADSORBATE:
this
.
player
.
getEnergyManager
().
handlePickupElemBall
(
item
);
return
null
;
}
else
if
(
item
.
getItemData
().
getMaterialType
()
==
MaterialType
.
MATERIAL_AVATAR
)
{
case
MATERIAL_AVATAR
:
// Get avatar id
int
avatarId
=
(
item
.
getItemId
()
%
1000
)
+
10000000
;
// Dont let people give themselves extra main characters
...
...
@@ -198,56 +205,55 @@ public class Inventory implements Iterable<GameItem> {
}
// Add avatar
AvatarData
avatarData
=
GameData
.
getAvatarDataMap
().
get
(
avatarId
);
if
(
avatarData
!=
null
&&
!
player
.
getAvatars
().
hasAvatar
(
avatarId
))
{
this
.
getP
layer
()
.
addAvatar
(
new
Avatar
(
avatarData
));
if
(
avatarData
!=
null
&&
!
this
.
player
.
getAvatars
().
hasAvatar
(
avatarId
))
{
this
.
p
layer
.
addAvatar
(
new
Avatar
(
avatarData
));
}
return
null
;
}
else
if
(
item
.
getItemData
().
getMaterialType
()
==
MaterialType
.
MATERIAL_FLYCLOAK
)
{
case
MATERIAL_FLYCLOAK
:
AvatarFlycloakData
flycloakData
=
GameData
.
getAvatarFlycloakDataMap
().
get
(
item
.
getItemId
());
if
(
flycloakData
!=
null
&&
!
player
.
getFlyCloakList
().
contains
(
item
.
getItemId
()))
{
getP
layer
()
.
addFlycloak
(
item
.
getItemId
());
if
(
flycloakData
!=
null
&&
!
this
.
player
.
getFlyCloakList
().
contains
(
item
.
getItemId
()))
{
this
.
p
layer
.
addFlycloak
(
item
.
getItemId
());
}
return
null
;
}
else
if
(
item
.
getItemData
().
getMaterialType
()
==
MaterialType
.
MATERIAL_COSTUME
)
{
case
MATERIAL_COSTUME
:
AvatarCostumeData
costumeData
=
GameData
.
getAvatarCostumeDataItemIdMap
().
get
(
item
.
getItemId
());
if
(
costumeData
!=
null
&&
!
player
.
getCostumeList
().
contains
(
costumeData
.
getId
()))
{
getP
layer
()
.
addCostume
(
costumeData
.
getId
());
if
(
costumeData
!=
null
&&
!
this
.
player
.
getCostumeList
().
contains
(
costumeData
.
getId
()))
{
this
.
p
layer
.
addCostume
(
costumeData
.
getId
());
}
return
null
;
}
else
if
(
item
.
getItemData
().
getMaterialType
()
==
MaterialType
.
MATERIAL_NAMECARD
)
{
if
(!
player
.
getNameCardList
().
contains
(
item
.
getItemId
()))
{
getP
layer
()
.
addNameCard
(
item
.
getItemId
());
case
MATERIAL_NAMECARD
:
if
(!
this
.
player
.
getNameCardList
().
contains
(
item
.
getItemId
()))
{
this
.
p
layer
.
addNameCard
(
item
.
getItemId
());
}
return
null
;
}
else
if
(
tab
!=
null
)
{
default
:
if
(
tab
==
null
)
{
return
null
;
}
GameItem
existingItem
=
tab
.
getItemById
(
item
.
getItemId
());
if
(
existingItem
==
null
)
{
// Item type didnt exist before, we will add it to main inventory map if there is enough space
if
(
tab
.
getSize
()
>=
tab
.
getMaxCapacity
())
{
return
null
;
}
putItem
(
item
,
tab
);
this
.
putItem
(
item
,
tab
);
// Set ownership and save to db
item
.
save
();
return
item
;
}
else
{
// Add count
existingItem
.
setCount
(
Math
.
min
(
existingItem
.
getCount
()
+
item
.
getCount
(),
item
.
getItemData
().
getStackLimit
()));
existingItem
.
save
();
return
existingItem
;
}
}
else
{
return
null
;
}
// Set ownership and save to db
if
(
item
.
getItemData
().
getItemType
()
!=
ItemType
.
ITEM_VIRTUAL
)
item
.
save
();
return
item
;
}
}
private
synchronized
void
putItem
(
GameItem
item
,
InventoryTab
tab
)
{
getP
layer
()
.
getCodex
().
checkAddedItem
(
item
);
this
.
p
layer
.
getCodex
().
checkAddedItem
(
item
);
// Set owner and guid FIRST!
item
.
setOwner
(
getP
layer
()
);
item
.
setOwner
(
this
.
p
layer
);
// Put in item store
getItems
().
put
(
item
.
getGuid
(),
item
);
if
(
tab
!=
null
)
{
...
...
@@ -258,36 +264,36 @@ public class Inventory implements Iterable<GameItem> {
private
void
addVirtualItem
(
int
itemId
,
int
count
)
{
switch
(
itemId
)
{
case
101
->
// Character exp
getP
layer
()
.
getServer
().
getInventoryManager
().
upgradeAvatar
(
player
,
getP
layer
()
.
getTeamManager
().
getCurrentAvatarEntity
().
getAvatar
(),
count
);
this
.
p
layer
.
getServer
().
getInventoryManager
().
upgradeAvatar
(
this
.
player
,
this
.
p
layer
.
getTeamManager
().
getCurrentAvatarEntity
().
getAvatar
(),
count
);
case
102
->
// Adventure exp
getP
layer
()
.
addExpDirectly
(
count
);
this
.
p
layer
.
addExpDirectly
(
count
);
case
105
->
// Companionship exp
getP
layer
()
.
getServer
().
getInventoryManager
().
upgradeAvatarFetterLevel
(
player
,
getP
layer
()
.
getTeamManager
().
getCurrentAvatarEntity
().
getAvatar
(),
count
);
this
.
p
layer
.
getServer
().
getInventoryManager
().
upgradeAvatarFetterLevel
(
this
.
player
,
this
.
p
layer
.
getTeamManager
().
getCurrentAvatarEntity
().
getAvatar
(),
count
);
case
106
->
// Resin
getP
layer
()
.
getResinManager
().
addResin
(
count
);
this
.
p
layer
.
getResinManager
().
addResin
(
count
);
case
201
->
// Primogem
getP
layer
()
.
setPrimogems
(
player
.
getPrimogems
()
+
count
);
this
.
p
layer
.
setPrimogems
(
this
.
player
.
getPrimogems
()
+
count
);
case
202
->
// Mora
getP
layer
()
.
setMora
(
player
.
getMora
()
+
count
);
this
.
p
layer
.
setMora
(
this
.
player
.
getMora
()
+
count
);
case
203
->
// Genesis Crystals
getP
layer
()
.
setCrystals
(
player
.
getCrystals
()
+
count
);
this
.
p
layer
.
setCrystals
(
this
.
player
.
getCrystals
()
+
count
);
case
204
->
// Home Coin
getP
layer
()
.
setHomeCoin
(
player
.
getHomeCoin
()
+
count
);
this
.
p
layer
.
setHomeCoin
(
this
.
player
.
getHomeCoin
()
+
count
);
}
}
private
int
getVirtualItemCount
(
int
itemId
)
{
switch
(
itemId
)
{
case
201
:
// Primogem
return
player
.
getPrimogems
();
return
this
.
player
.
getPrimogems
();
case
202
:
// Mora
return
player
.
getMora
();
return
this
.
player
.
getMora
();
case
203
:
// Genesis Crystals
return
player
.
getCrystals
();
return
this
.
player
.
getCrystals
();
case
106
:
// Resin
return
player
.
getProperty
(
PlayerProperty
.
PROP_PLAYER_RESIN
);
return
this
.
player
.
getProperty
(
PlayerProperty
.
PROP_PLAYER_RESIN
);
case
204
:
// Home Coin
return
player
.
getHomeCoin
();
return
this
.
player
.
getHomeCoin
();
default
:
GameItem
item
=
getInventoryTab
(
ItemType
.
ITEM_MATERIAL
).
getItemById
(
itemId
);
// What if we ever want to operate on weapons/relics/furniture? :S
return
(
item
==
null
)
?
0
:
item
.
getCount
();
...
...
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