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synced 2026-06-06 00:03:58 +00:00
I rewrote House_Request based on the code provided by undownding.
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@@ -3,39 +3,26 @@ using System.Text.Json.Nodes;
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namespace MikuSB.GameServer.Server.CallGS.Handlers.House;
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// ArcadeGameEnterMainUI
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// Returns all girl IDs (1-25) as unlocked, and syncs TeachMode + EndlessMode attrs.
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[HouseFunc("ArcadeGameEnterMainUI")]
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public class ArcadeGameEnterMainUI : IHouseFuncHandler
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{
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private const uint ArcadeGid = 101;
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private const uint EndlessModeStateSid = 18000 + 5;
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private const uint TeachModeConditionSid = 18000 + 36 + 8;
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private static readonly int[] ArcadeUnlockedGirlList = [1, 5, 13, 23, 10];
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public async Task Handle(Connection connection, string param)
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{
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var girlList = new JsonArray();
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for (int i = 1; i <= 25; i++) girlList.Add(i);
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var unlockGirls = new JsonArray();
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foreach (var girlId in ArcadeUnlockedGirlList)
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unlockGirls.Add(girlId);
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var rsp = new JsonObject
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{
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["FuncName"] = "ArcadeGameEnterMainUI",
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["tbUnlockGirlList"] = girlList
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["tbUnlockGirlList"] = unlockGirls,
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["FuncName"] = "ArcadeGameEnterMainUI"
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};
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var player = connection.Player!;
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var sync = new NtfSyncPlayer();
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sync.Custom[player.ToPackedAttrKey(ArcadeGid, TeachModeConditionSid)] = 1;
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sync.Custom[player.ToShiftedAttrKey(ArcadeGid, TeachModeConditionSid)] = 1;
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const uint endlessAllUnlocked = 0x3FFFFFE;
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sync.Custom[player.ToPackedAttrKey(ArcadeGid, EndlessModeStateSid)] = endlessAllUnlocked;
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sync.Custom[player.ToShiftedAttrKey(ArcadeGid, EndlessModeStateSid)] = endlessAllUnlocked;
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await CallGSRouter.SendScript(connection, "House_Request", rsp.ToJsonString(), sync);
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await CallGSRouter.SendScript(connection, "House_Request", HouseRequestScript.Success(rsp));
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}
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}
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// ArcadeGameEnter — returns a random seed for level generation.
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[HouseFunc("ArcadeGameEnter")]
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public class ArcadeGameEnter : IHouseFuncHandler
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{
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@@ -48,50 +35,203 @@ public class ArcadeGameEnter : IHouseFuncHandler
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["FuncName"] = "ArcadeGameEnter",
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["nSeed"] = Random.Next(1, 1_000_000_000)
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};
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await CallGSRouter.SendScript(connection, "House_Request", rsp.ToJsonString());
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await CallGSRouter.SendScript(connection, "House_Request", HouseRequestScript.Success(rsp));
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}
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}
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// ArcadeGameSettlement — acknowledges round end; nAddExp=0 on private server.
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[HouseFunc("ArcadeGameSettlement")]
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public class ArcadeGameSettlement : IHouseFuncHandler
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{
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private const uint HouseArcadeInfoStart = 18000;
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private const uint ArcadeAttrExpOffset = 2;
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private const uint ArcadeAttrEndlessScoreOffset = 4;
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private const uint ArcadeAttrGirlEndlessModeStateOffset = 5;
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private const uint ArcadeAttrGirlNormalModeStateOffset = 10;
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private const uint ArcadeAttrGirlNormalModeStateEndOffset = 35;
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private const uint ArcadeAttrConditionValStartOffset = 36;
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private const uint ArcadeAttrConditionValEndOffset = 55;
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private const uint ArcadeAttrPropUseStartOffset = 56;
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private const uint ArcadeAttrPropUseEndOffset = 250;
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private const int ArcadeGameModeNormal = 1;
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private const int ArcadeGameModeEndless = 2;
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public async Task Handle(Connection connection, string param)
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{
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var rsp = new JsonObject { ["FuncName"] = "ArcadeGameSettlement", ["nAddExp"] = 0 };
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await CallGSRouter.SendScript(connection, "House_Request", rsp.ToJsonString());
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var root = HouseJson.ParseObject(param);
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if (root == null) return;
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var player = connection.Player!;
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var sync = new NtfSyncPlayer();
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var modeType = HouseJson.NumField(root, "nModeType");
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var finishRound = Math.Max(0, HouseJson.NumField(root, "nFinishRound"));
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var maxScore = Math.Max(0, HouseJson.NumField(root, "nMaxScore"));
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if (root["tbConditionVal"] is JsonArray conditions)
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{
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foreach (var conditionNode in conditions)
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{
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if (conditionNode is not JsonArray condition || condition.Count < 2) continue;
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var id = HouseJson.ToInt(condition[0]);
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var value = Math.Max(0, HouseJson.ToInt(condition[1]));
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if (id < 0) continue;
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var sid = HouseArcadeInfoStart + ArcadeAttrConditionValStartOffset + (uint)id;
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if (sid > HouseArcadeInfoStart + ArcadeAttrConditionValEndOffset) continue;
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var prev = HouseAttr.Read(player, sid);
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if ((uint)value > prev)
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await HouseAttr.SetAsync(connection, sid, (uint)value, sync);
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}
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}
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if (root["tbPropUse"] is JsonArray propUses)
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{
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var slotStart = HouseArcadeInfoStart + ArcadeAttrPropUseStartOffset;
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var slotEnd = HouseArcadeInfoStart + ArcadeAttrPropUseEndOffset;
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var slotState = new Dictionary<uint, ArcadePropUseSlot>();
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var emptySlots = new Queue<uint>();
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for (uint sid = slotStart; sid <= slotEnd; sid++)
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{
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var value = HouseAttr.Read(player, sid);
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if (value == 0)
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{
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emptySlots.Enqueue(sid);
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continue;
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}
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slotState[sid] = new ArcadePropUseSlot
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{
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Type = (byte)(value & 0xff),
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Id = (byte)((value >> 8) & 0xff),
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Count = (ushort)((value >> 16) & 0xffff)
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};
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}
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foreach (var propUseNode in propUses)
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{
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if (propUseNode is not JsonArray propUse || propUse.Count < 3) continue;
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var type = HouseJson.ToInt(propUse[0]) & 0xff;
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var id = HouseJson.ToInt(propUse[1]) & 0xff;
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var count = HouseJson.ToInt(propUse[2]);
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if (count <= 0) continue;
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uint? foundSid = null;
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foreach (var (sid, slot) in slotState)
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{
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if (slot.Type == type && slot.Id == id)
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{
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foundSid = sid;
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break;
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}
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}
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if (foundSid != null)
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{
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var slot = slotState[foundSid.Value];
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slot.Count = (ushort)Math.Min(0xffff, slot.Count + count);
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slotState[foundSid.Value] = slot;
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await HouseAttr.SetAsync(connection, foundSid.Value, HouseAttr.PackArcadePropUse(slot.Type, slot.Id, slot.Count), sync);
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}
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else if (emptySlots.Count > 0)
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{
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var sid = emptySlots.Dequeue();
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var packedCount = (ushort)Math.Min(0xffff, count);
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slotState[sid] = new ArcadePropUseSlot { Type = type, Id = id, Count = packedCount };
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await HouseAttr.SetAsync(connection, sid, HouseAttr.PackArcadePropUse(type, id, packedCount), sync);
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}
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}
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}
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var girlList = root["tbGirlDataList"] as JsonArray;
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var nAddExp = 0;
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if (modeType == ArcadeGameModeNormal)
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{
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if (girlList != null)
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{
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foreach (var girlNode in girlList)
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{
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var girlId = HouseJson.ToInt(girlNode);
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if (girlId <= 0) continue;
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var sid = HouseArcadeInfoStart + ArcadeAttrGirlNormalModeStateOffset + (uint)girlId;
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if (sid > HouseArcadeInfoStart + ArcadeAttrGirlNormalModeStateEndOffset) continue;
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var prev = HouseAttr.Read(player, sid);
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await HouseAttr.SetAsync(connection, sid, prev + (uint)finishRound, sync);
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}
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}
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nAddExp = finishRound * 10;
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}
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else if (modeType == ArcadeGameModeEndless)
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{
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var scoreSid = HouseArcadeInfoStart + ArcadeAttrEndlessScoreOffset;
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var prevScore = HouseAttr.Read(player, scoreSid);
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if ((uint)maxScore > prevScore)
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await HouseAttr.SetAsync(connection, scoreSid, (uint)maxScore, sync);
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var bitsSid = HouseArcadeInfoStart + ArcadeAttrGirlEndlessModeStateOffset;
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var bits = HouseAttr.Read(player, bitsSid);
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var originalBits = bits;
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if (girlList != null)
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{
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foreach (var girlNode in girlList)
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{
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var girlId = HouseJson.ToInt(girlNode);
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if (girlId is > 0 and < 31)
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bits |= 1u << girlId;
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}
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}
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if (bits != originalBits)
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await HouseAttr.SetAsync(connection, bitsSid, bits, sync);
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nAddExp = maxScore / 10;
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}
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if (nAddExp > 0)
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{
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var expSid = HouseArcadeInfoStart + ArcadeAttrExpOffset;
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var prevExp = HouseAttr.Read(player, expSid);
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await HouseAttr.SetAsync(connection, expSid, prevExp + (uint)nAddExp, sync);
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}
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var rsp = new JsonObject
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{
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["nAddExp"] = nAddExp,
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["FuncName"] = "ArcadeGameSettlement"
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};
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await CallGSRouter.SendScript(connection, "House_Request", HouseRequestScript.Success(rsp), sync);
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}
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private struct ArcadePropUseSlot
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{
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public int Type { get; set; }
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public int Id { get; set; }
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public ushort Count { get; set; }
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}
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}
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// ArcadeGameLogSettlement — acknowledges log upload (no client data required).
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[HouseFunc("ArcadeGameLogSettlement")]
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public class ArcadeGameLogSettlement : IHouseFuncHandler
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{
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public async Task Handle(Connection connection, string param)
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{
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var rsp = new JsonObject { ["FuncName"] = "ArcadeGameLogSettlement" };
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await CallGSRouter.SendScript(connection, "House_Request", rsp.ToJsonString());
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await CallGSRouter.SendScript(connection, "House_Request", HouseRequestScript.Success(rsp));
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}
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}
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// ArcadeGameGetLevelReward — UI refresh only on client side.
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[HouseFunc("ArcadeGameGetLevelReward")]
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public class ArcadeGameGetLevelReward : IHouseFuncHandler
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{
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public async Task Handle(Connection connection, string param)
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{
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var rsp = new JsonObject { ["FuncName"] = "ArcadeGameGetLevelReward" };
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await CallGSRouter.SendScript(connection, "House_Request", rsp.ToJsonString());
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await CallGSRouter.SendScript(connection, "House_Request", HouseRequestScript.Success(rsp));
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}
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}
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// ArcadeGameGetAchReward — UI refresh only on client side.
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[HouseFunc("ArcadeGameGetAchReward")]
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public class ArcadeGameGetAchReward : IHouseFuncHandler
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{
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public async Task Handle(Connection connection, string param)
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{
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var rsp = new JsonObject { ["FuncName"] = "ArcadeGameGetAchReward" };
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await CallGSRouter.SendScript(connection, "House_Request", rsp.ToJsonString());
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await CallGSRouter.SendScript(connection, "House_Request", HouseRequestScript.Success(rsp));
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}
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}
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