package emu.grasscutter.game.combine; import emu.grasscutter.Grasscutter; import emu.grasscutter.data.DataLoader; import emu.grasscutter.data.GameData; import emu.grasscutter.data.common.ItemParamData; import emu.grasscutter.data.excels.CombineData; import emu.grasscutter.game.inventory.GameItem; import emu.grasscutter.game.player.Player; import emu.grasscutter.game.props.ActionReason; import emu.grasscutter.game.props.ItemUseOp; import emu.grasscutter.net.proto.RetcodeOuterClass; import emu.grasscutter.net.proto.RetcodeOuterClass.Retcode; import emu.grasscutter.server.game.BaseGameSystem; import emu.grasscutter.server.game.GameServer; import emu.grasscutter.server.packet.send.PacketCombineFormulaDataNotify; import emu.grasscutter.server.packet.send.PacketCombineRsp; import emu.grasscutter.server.packet.send.PacketReliquaryDecomposeRsp; import emu.grasscutter.utils.Utils; import it.unimi.dsi.fastutil.ints.Int2ObjectMap; import it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap; import java.util.ArrayList; import java.util.List; public class CombineManger extends BaseGameSystem { private final static Int2ObjectMap> reliquaryDecomposeData = new Int2ObjectOpenHashMap<>(); public CombineManger(GameServer server) { super(server); } public static void initialize() { // Read the data we need for strongbox. try { DataLoader.loadList("ReliquaryDecompose.json", ReliquaryDecomposeEntry.class).forEach(entry -> { reliquaryDecomposeData.put(entry.getConfigId(), entry.getItems()); }); Grasscutter.getLogger().debug("Loaded {} reliquary decompose entries.", reliquaryDecomposeData.size()); } catch (Exception ex) { Grasscutter.getLogger().error("Unable to load reliquary decompose data.", ex); } } public boolean unlockCombineDiagram(Player player, GameItem diagramItem) { // Make sure this is actually a diagram. if (diagramItem.getItemData().getItemUse().get(0).getUseOp() != ItemUseOp.ITEM_USE_UNLOCK_COMBINE) { return false; } // Determine the combine item we should unlock. int combineId = Integer.parseInt(diagramItem.getItemData().getItemUse().get(0).getUseParam()[0]); // Remove the diagram from the player's inventory. // We need to do this here, before sending CombineFormulaDataNotify, or the the combine UI won't correctly // update when unlocking the diagram. player.getInventory().removeItem(diagramItem, 1); // Tell the client that this diagram is now unlocked and add the unlocked item to the player. player.getUnlockedCombines().add(combineId); player.sendPacket(new PacketCombineFormulaDataNotify(combineId)); return true; } public CombineResult combineItem(Player player, int cid, int count) { // check config exist if (!GameData.getCombineDataMap().containsKey(cid)) { player.getWorld().getHost().sendPacket(new PacketCombineRsp()); return null; } CombineData combineData = GameData.getCombineDataMap().get(cid); if (combineData.getPlayerLevel() > player.getLevel()) { return null; } // consume items List material = new ArrayList<>(combineData.getMaterialItems()); material.add(new ItemParamData(202, combineData.getScoinCost())); boolean success = player.getInventory().payItems(material, count, ActionReason.Combine); // abort if not enough material if (!success) { player.sendPacket(new PacketCombineRsp(RetcodeOuterClass.Retcode.RET_ITEM_COMBINE_COUNT_NOT_ENOUGH_VALUE)); } // make the result player.getInventory().addItem(combineData.getResultItemId(), combineData.getResultItemCount() * count); CombineResult result = new CombineResult(); result.setMaterial(List.of()); result.setResult(List.of(new ItemParamData(combineData.getResultItemId(), combineData.getResultItemCount() * count))); // TODO lucky characters result.setExtra(List.of()); result.setBack(List.of()); return result; } public synchronized void decomposeReliquaries(Player player, int configId, int count, List input) { // Check if the configId is legal. List possibleDrops = reliquaryDecomposeData.get(configId); if (possibleDrops == null) { player.sendPacket(new PacketReliquaryDecomposeRsp(Retcode.RET_RELIQUARY_DECOMPOSE_PARAM_ERROR)); return; } // Check if the number of input items matches the output count. if (input.size() != count * 3) { player.sendPacket(new PacketReliquaryDecomposeRsp(Retcode.RET_RELIQUARY_DECOMPOSE_PARAM_ERROR)); return; } // Check if all the input reliquaries actually are in the player's inventory. for (long guid : input) { if (player.getInventory().getItemByGuid(guid) == null) { player.sendPacket(new PacketReliquaryDecomposeRsp(Retcode.RET_RELIQUARY_DECOMPOSE_PARAM_ERROR)); return; } } // Delete the input reliquaries. for (long guid : input) { player.getInventory().removeItem(guid); } // Generate outoput reliquaries. List resultItems = new ArrayList<>(); for (int i = 0; i < count; i++) { int itemId = Utils.drawRandomListElement(possibleDrops); GameItem newReliquary = new GameItem(itemId, 1); player.getInventory().addItem(newReliquary); resultItems.add(newReliquary.getGuid()); } // Send packet. player.sendPacket(new PacketReliquaryDecomposeRsp(resultItems)); } }