package emu.grasscutter.command.commands; import java.util.HashMap; import java.util.List; import java.util.Map; import emu.grasscutter.command.Command; import emu.grasscutter.command.CommandHandler; import emu.grasscutter.game.player.Player; import emu.grasscutter.game.props.PlayerProperty; import emu.grasscutter.game.tower.TowerLevelRecord; @Command(label = "setprop", usage = "setprop|prop ", aliases = {"prop"}, permission = "player.setprop", permissionTargeted = "player.setprop.others", description = "commands.setProp.description") public final class SetPropCommand implements CommandHandler { static enum PseudoProp { NONE, WORLD_LEVEL, TOWER_LEVEL, BP_LEVEL, GOD_MODE, NO_STAMINA, UNLIMITED_ENERGY } static class Prop { String name; PlayerProperty prop; PseudoProp pseudoProp; public Prop(PlayerProperty prop) { this(prop.toString(), prop, PseudoProp.NONE); } public Prop(String name) { this(name, PlayerProperty.PROP_NONE, PseudoProp.NONE); } public Prop(String name, PseudoProp pseudoProp) { this(name, PlayerProperty.PROP_NONE, pseudoProp); } public Prop(String name, PlayerProperty prop) { this(name, prop, PseudoProp.NONE); } public Prop(String name, PlayerProperty prop, PseudoProp pseudoProp) { this.name = name; this.prop = prop; this.pseudoProp = pseudoProp; } } Map props; public SetPropCommand() { this.props = new HashMap<>(); // Full PlayerProperty enum that won't be advertised but can be used by devs for (PlayerProperty prop : PlayerProperty.values()) { String name = prop.toString().substring(5); // PROP_EXP -> EXP String key = name.toLowerCase(); // EXP -> exp this.props.put(key, new Prop(name, prop)); } // Add special props Prop worldlevel = new Prop("World Level", PlayerProperty.PROP_PLAYER_WORLD_LEVEL, PseudoProp.WORLD_LEVEL); this.props.put("worldlevel", worldlevel); this.props.put("wl", worldlevel); Prop abyss = new Prop("Tower Level", PseudoProp.TOWER_LEVEL); this.props.put("abyss", abyss); this.props.put("abyssfloor", abyss); this.props.put("ut", abyss); this.props.put("tower", abyss); this.props.put("towerlevel", abyss); this.props.put("unlocktower", abyss); Prop bplevel = new Prop("BP Level", PseudoProp.BP_LEVEL); this.props.put("bplevel", bplevel); this.props.put("bp", bplevel); this.props.put("battlepass", bplevel); Prop godmode = new Prop("godmode", PseudoProp.GOD_MODE); this.props.put("godmode", godmode); this.props.put("god", godmode); Prop nostamina = new Prop("nostamina", PseudoProp.NO_STAMINA); this.props.put("nostamina", nostamina); this.props.put("nostam", nostamina); this.props.put("ns", nostamina); Prop unlimitedenergy = new Prop("unlimitedenergy", PseudoProp.UNLIMITED_ENERGY); this.props.put("unlimitedenergy", unlimitedenergy); this.props.put("ue", unlimitedenergy); } @Override public void execute(Player sender, Player targetPlayer, List args) { if (args.size() != 2) { CommandHandler.sendTranslatedMessage(sender, "commands.setProp.usage"); return; } String propStr = args.get(0).toLowerCase(); String valueStr = args.get(1).toLowerCase(); int value; if (!props.containsKey(propStr)) { CommandHandler.sendTranslatedMessage(sender, "commands.setProp.usage"); return; } try { value = switch(valueStr.toLowerCase()) { case "on", "true" -> 1; case "off", "false" -> 0; case "toggle" -> -1; default -> Integer.parseInt(valueStr); }; } catch (NumberFormatException ignored) { CommandHandler.sendTranslatedMessage(sender, "commands.execution.argument_error"); return; } boolean success = false; Prop prop = props.get(propStr); success = switch (prop.pseudoProp) { case WORLD_LEVEL -> targetPlayer.setWorldLevel(value); case BP_LEVEL -> targetPlayer.getBattlePassManager().setLevel(value); case TOWER_LEVEL -> this.setTowerLevel(sender, targetPlayer, value); case GOD_MODE, NO_STAMINA, UNLIMITED_ENERGY -> this.setBool(sender, targetPlayer, prop.pseudoProp, value); default -> targetPlayer.setProperty(prop.prop, value); }; if (success) { if (targetPlayer == sender) { CommandHandler.sendTranslatedMessage(sender, "commands.generic.set_to", prop.name, valueStr); } else { String uidStr = targetPlayer.getAccount().getId(); CommandHandler.sendTranslatedMessage(sender, "commands.generic.set_for_to", prop.name, uidStr, valueStr); } } else { if (prop.prop != PlayerProperty.PROP_NONE) { // PseudoProps need to do their own error messages String min = Integer.toString(targetPlayer.getPropertyMin(prop.prop)); String max = Integer.toString(targetPlayer.getPropertyMax(prop.prop)); CommandHandler.sendTranslatedMessage(sender, "commands.generic.invalid.value_between", prop.name, min, max); } } } private boolean setTowerLevel(Player sender, Player targetPlayer, int topFloor) { List floorIds = targetPlayer.getServer().getTowerScheduleManager().getAllFloors(); if (topFloor < 0 || topFloor > floorIds.size()) { String min = Integer.toString(0); String max = Integer.toString(floorIds.size()); CommandHandler.sendTranslatedMessage(sender, "commands.generic.invalid.value_between", "Tower Level", min, max); return false; } Map recordMap = targetPlayer.getTowerManager().getRecordMap(); // Add records for each unlocked floor for (int floor : floorIds.subList(0, topFloor)) { if (!recordMap.containsKey(floor)) { recordMap.put(floor, new TowerLevelRecord(floor)); } } // Remove records for each floor past our target for (int floor : floorIds.subList(topFloor, floorIds.size())) { if (recordMap.containsKey(floor)) { recordMap.remove(floor); } } // Six stars required on Floor 8 to unlock Floor 9+ if (topFloor > 8) { recordMap.get(floorIds.get(7)).setLevelStars(0, 6); // levelIds seem to start at 1 for Floor 1 Chamber 1, so this doesn't get shown at all } return true; } private boolean setBool(Player sender, Player targetPlayer, PseudoProp pseudoProp, int value) { boolean enabled = switch (pseudoProp) { case GOD_MODE -> targetPlayer.inGodmode(); case NO_STAMINA -> targetPlayer.getUnlimitedStamina(); case UNLIMITED_ENERGY -> !targetPlayer.getEnergyManager().getEnergyUsage(); default -> false; }; enabled = switch (value) { case -1 -> !enabled; case 0 -> false; default -> true; }; switch (pseudoProp) { case GOD_MODE: targetPlayer.setGodmode(enabled); break; case NO_STAMINA: targetPlayer.setUnlimitedStamina(enabled); break; case UNLIMITED_ENERGY: targetPlayer.getEnergyManager().setEnergyUsage(!enabled); break; default: return false; } return true; } }