mirror of
https://github.com/MikuLeaks/MikuSB.git
synced 2026-06-04 09:23:57 +00:00
refactor manager & add giveall command
- giveall only weapon for now - move all item into SyncPlayer to prevent RspLogin too large
This commit is contained in:
@@ -24,15 +24,14 @@ public class CharacterManager(PlayerInstance player) : BasePlayerManager(player)
|
||||
TemplateId = characterId,
|
||||
Level = level,
|
||||
Break = star,
|
||||
Timestamp = Extensions.GetUnixSec(),
|
||||
Flag = ItemFlagEnum.FLAG_READED
|
||||
Timestamp = Extensions.GetUnixSec()
|
||||
};
|
||||
|
||||
var weaponInfo = await Player.InventoryManager!.AddWeaponItem((ItemTypeEnum)CharacterExcel.DefaultWeaponGPDL[0], CharacterExcel.DefaultWeaponGPDL[1], CharacterExcel.DefaultWeaponGPDL[2], (uint)CharacterExcel.DefaultWeaponGPDL[3]);
|
||||
var weaponInfo = await Player.InventoryManager!.AddWeaponItem((ItemTypeEnum)CharacterExcel.DefaultWeaponGPDL[0], CharacterExcel.DefaultWeaponGPDL[1], CharacterExcel.DefaultWeaponGPDL[2], CharacterExcel.DefaultWeaponGPDL[3],sendPacket:false);
|
||||
if (weaponInfo != null) character.WeaponUniqueId = weaponInfo.UniqueId;
|
||||
|
||||
var skinInfo = Player.InventoryManager!.GetSkinItemGDPL(ItemTypeEnum.TYPE_CARD_SKIN, detail, particular, level)
|
||||
?? await Player.InventoryManager!.AddSkinItem(ItemTypeEnum.TYPE_CARD_SKIN, detail, particular, level);
|
||||
var skinInfo = Player.InventoryManager!.GetNormalItemGDPL(ItemTypeEnum.TYPE_CARD_SKIN, detail, particular, level)
|
||||
?? await Player.InventoryManager!.AddSkinItem(ItemTypeEnum.TYPE_CARD_SKIN, detail, particular, level, false);
|
||||
if (skinInfo != null) character.SkinId = skinInfo.UniqueId;
|
||||
|
||||
if (sendPacket) await Player.SendPacket(new PacketNtfCallScript([character]));
|
||||
@@ -75,7 +74,8 @@ public class CharacterManager(PlayerInstance player) : BasePlayerManager(player)
|
||||
(ItemTypeEnum)cardData.DefaultWeaponGPDL[0],
|
||||
cardData.DefaultWeaponGPDL[1],
|
||||
cardData.DefaultWeaponGPDL[2],
|
||||
cardData.DefaultWeaponGPDL[3]);
|
||||
cardData.DefaultWeaponGPDL[3],
|
||||
sendPacket:false);
|
||||
if (weapon != null)
|
||||
{
|
||||
character.WeaponUniqueId = weapon.UniqueId;
|
||||
|
||||
@@ -4,6 +4,7 @@ using MikuSB.Database;
|
||||
using MikuSB.Database.Inventory;
|
||||
using MikuSB.Enums.Item;
|
||||
using MikuSB.GameServer.Game.Player;
|
||||
using MikuSB.GameServer.Server.Packet.Send.Misc;
|
||||
|
||||
namespace MikuSB.GameServer.Game.Inventory;
|
||||
|
||||
@@ -11,7 +12,7 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
|
||||
{
|
||||
public InventoryData InventoryData { get; } = DatabaseHelper.GetInstanceOrCreateNew<InventoryData>(player.Uid);
|
||||
|
||||
public async ValueTask<GameWeaponInfo?> AddWeaponItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1)
|
||||
public async ValueTask<GameWeaponInfo?> AddWeaponItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1, uint weaponLevel = 1, bool sendPacket = true)
|
||||
{
|
||||
if (genre != ItemTypeEnum.TYPE_WEAPON) return null;
|
||||
var weaponData = GameData.WeaponData.Values.FirstOrDefault(x => x.Genre == (int)genre && x.Detail == detail && x.Particular == particular && x.Level == level);
|
||||
@@ -22,13 +23,15 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
|
||||
{
|
||||
TemplateId = templateId,
|
||||
UniqueId = InventoryData.NextUniqueUid++,
|
||||
Level = level,
|
||||
Level = weaponLevel,
|
||||
Break = weaponData.InitBreak,
|
||||
Flag = ItemFlagEnum.FLAG_READED,
|
||||
ItemType = ItemTypeEnum.TYPE_WEAPON,
|
||||
ItemCount = 1
|
||||
};
|
||||
InventoryData.Weapons[weaponInfo.UniqueId] = weaponInfo;
|
||||
|
||||
if (sendPacket) await Player.SendPacket(new PacketNtfCallScript([weaponInfo]));
|
||||
|
||||
return weaponInfo;
|
||||
}
|
||||
|
||||
@@ -48,43 +51,28 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
|
||||
return InventoryData.Weapons.Values.FirstOrDefault(x => x.TemplateId == templateId);
|
||||
}
|
||||
|
||||
public async ValueTask<GameSkinInfo?> AddSkinItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1)
|
||||
public async ValueTask<BaseGameItemInfo?> AddSkinItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1, bool sendPacket = true)
|
||||
{
|
||||
if (genre != ItemTypeEnum.TYPE_CARD_SKIN) return null;
|
||||
var skinData = GameData.CardSkinData.Values.FirstOrDefault(x => x.Genre == (int)genre && x.Detail == detail && x.Particular == particular && x.Level == level);
|
||||
if (skinData == null) return null;
|
||||
|
||||
var templateId = GameResourceTemplateId.FromGdpl((uint)genre,detail,particular,level);
|
||||
var skinInfo = new GameSkinInfo
|
||||
var skinInfo = new BaseGameItemInfo
|
||||
{
|
||||
TemplateId = templateId,
|
||||
UniqueId = InventoryData.NextUniqueUid++,
|
||||
Level = level,
|
||||
Flag = ItemFlagEnum.FLAG_READED,
|
||||
ItemType = ItemTypeEnum.TYPE_CARD_SKIN,
|
||||
ItemCount = 1
|
||||
};
|
||||
InventoryData.Skins[skinInfo.UniqueId] = skinInfo;
|
||||
InventoryData.Items[skinInfo.UniqueId] = skinInfo;
|
||||
|
||||
if (sendPacket) await Player.SendPacket(new PacketNtfCallScript([skinInfo]));
|
||||
|
||||
return skinInfo;
|
||||
}
|
||||
|
||||
public GameSkinInfo? GetSkinItem(uint uniqueId)
|
||||
{
|
||||
return InventoryData.Skins.GetValueOrDefault(uniqueId);
|
||||
}
|
||||
|
||||
public GameSkinInfo? GetSkinItemByTemplateId(ulong templateId)
|
||||
{
|
||||
return InventoryData.Skins.Values.FirstOrDefault(x => x.TemplateId == templateId);
|
||||
}
|
||||
|
||||
public GameSkinInfo? GetSkinItemGDPL(ItemTypeEnum genre, uint detail, uint particular, uint level)
|
||||
{
|
||||
var templateId = GameResourceTemplateId.FromGdpl((uint)genre,detail,particular,level);
|
||||
return InventoryData.Skins.Values.FirstOrDefault(x => x.TemplateId == templateId);
|
||||
}
|
||||
|
||||
public async ValueTask<BaseGameItemInfo?> AddArItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1)
|
||||
public async ValueTask<BaseGameItemInfo?> AddArItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1, bool sendPacket = true)
|
||||
{
|
||||
if (genre != ItemTypeEnum.TYPE_AR) return null;
|
||||
var arData = GameData.ArItemData.Values.FirstOrDefault(x => x.Genre == (int)genre && x.Detail == detail && x.Particular == particular && x.Level == level);
|
||||
@@ -96,14 +84,17 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
|
||||
{
|
||||
TemplateId = templateId,
|
||||
UniqueId = InventoryData.NextUniqueUid++,
|
||||
Flag = ItemFlagEnum.FLAG_READED,
|
||||
ItemType = ItemTypeEnum.TYPE_AR,
|
||||
ItemCount = 1
|
||||
};
|
||||
InventoryData.Items[arInfo.UniqueId] = arInfo;
|
||||
|
||||
if (sendPacket) await Player.SendPacket(new PacketNtfCallScript([arInfo]));
|
||||
|
||||
return arInfo;
|
||||
}
|
||||
|
||||
public async ValueTask<BaseGameItemInfo?> AddManifestationItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1)
|
||||
public async ValueTask<BaseGameItemInfo?> AddManifestationItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1, bool sendPacket = true)
|
||||
{
|
||||
if (genre != ItemTypeEnum.TYPE_MANIFESTATION) return null;
|
||||
var manifestData = GameData.ManifestationData.Values.FirstOrDefault(x => x.Genre == (int)genre && x.Detail == detail && x.Particular == particular && x.Level == level);
|
||||
@@ -115,10 +106,13 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
|
||||
{
|
||||
TemplateId = templateId,
|
||||
UniqueId = InventoryData.NextUniqueUid++,
|
||||
Flag = ItemFlagEnum.FLAG_READED,
|
||||
ItemType = ItemTypeEnum.TYPE_MANIFESTATION,
|
||||
ItemCount = 1
|
||||
};
|
||||
InventoryData.Items[manifestInfo.UniqueId] = manifestInfo;
|
||||
|
||||
if (sendPacket) await Player.SendPacket(new PacketNtfCallScript([manifestInfo]));
|
||||
|
||||
return manifestInfo;
|
||||
}
|
||||
|
||||
@@ -141,7 +135,7 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
|
||||
private static uint GetSuppliesMaxCount(SuppliesExcel suppliesData) =>
|
||||
suppliesData.Genre == 5 && suppliesData.Detail == 4 ? 999999u : 99999u;
|
||||
|
||||
public async ValueTask<BaseGameItemInfo?> AddSuppliesItem(SuppliesExcel suppliesData, uint count)
|
||||
public async ValueTask<BaseGameItemInfo?> AddSuppliesItem(SuppliesExcel suppliesData, uint count, bool sendPacket = true)
|
||||
{
|
||||
var templateId = GameResourceTemplateId.FromGdpl(suppliesData.Genre, suppliesData.Detail, suppliesData.Particular, suppliesData.Level);
|
||||
|
||||
@@ -159,10 +153,13 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
|
||||
{
|
||||
TemplateId = templateId,
|
||||
UniqueId = InventoryData.NextUniqueUid++,
|
||||
Flag = ItemFlagEnum.FLAG_READED,
|
||||
ItemType = ItemTypeEnum.TYPE_SUPPLIES,
|
||||
ItemCount = giveCount
|
||||
};
|
||||
InventoryData.Items[itemInfo.UniqueId] = itemInfo;
|
||||
|
||||
if (sendPacket) await Player.SendPacket(new PacketNtfCallScript([itemInfo]));
|
||||
|
||||
return itemInfo;
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
using MikuSB.Database;
|
||||
using MikuSB.GameServer.Game.Player;
|
||||
using MikuSB.Database.Lineup;
|
||||
using MikuSB.GameServer.Game.Player;
|
||||
using MikuSB.GameServer.Server.Packet.Send.Lineup;
|
||||
|
||||
namespace MikuSB.GameServer.Game.Lineup;
|
||||
|
||||
@@ -8,7 +9,7 @@ public class LineupManager(PlayerInstance player) : BasePlayerManager(player)
|
||||
{
|
||||
public LineupData LineupData { get; } = DatabaseHelper.GetInstanceOrCreateNew<LineupData>(player.Uid);
|
||||
|
||||
public async ValueTask<LineupDataInfo?> UpdateLineup(int lineupId, uint member1, uint member2, uint member3)
|
||||
public async ValueTask<LineupDataInfo?> UpdateLineup(int lineupId, uint member1, uint member2, uint member3, bool sendPacket = true)
|
||||
{
|
||||
if (!LineupData.LineupInfo.TryGetValue(lineupId, out var formation))
|
||||
{
|
||||
@@ -20,10 +21,12 @@ public class LineupManager(PlayerInstance player) : BasePlayerManager(player)
|
||||
|
||||
LineupData.LineupInfo[lineupId] = formation;
|
||||
}
|
||||
|
||||
formation.Member1 = member1;
|
||||
formation.Member2 = member2;
|
||||
formation.Member3 = member3;
|
||||
|
||||
if (sendPacket) await Player.SendPacket(new PacketNtfSyncLineup(formation));
|
||||
|
||||
return formation;
|
||||
}
|
||||
}
|
||||
@@ -52,19 +52,15 @@ public class PlayerInstance(PlayerGameData data)
|
||||
await InitialPlayerManager();
|
||||
foreach (var skinCard in GameData.CardSkinData.Values)
|
||||
{
|
||||
await InventoryManager.AddSkinItem((ItemTypeEnum)skinCard.Genre, skinCard.Detail, skinCard.Particular, skinCard.Level);
|
||||
}
|
||||
foreach (var weapon in GameData.WeaponData.Values)
|
||||
{
|
||||
await InventoryManager.AddWeaponItem((ItemTypeEnum)weapon.Genre, weapon.Detail, weapon.Particular, weapon.Level);
|
||||
await InventoryManager.AddSkinItem((ItemTypeEnum)skinCard.Genre, skinCard.Detail, skinCard.Particular, skinCard.Level, false);
|
||||
}
|
||||
foreach (var ar in GameData.ArItemData.Values)
|
||||
{
|
||||
await InventoryManager.AddArItem((ItemTypeEnum)ar.Genre, ar.Detail, ar.Particular, ar.Level);
|
||||
await InventoryManager.AddArItem((ItemTypeEnum)ar.Genre, ar.Detail, ar.Particular, ar.Level, false);
|
||||
}
|
||||
foreach (var manifest in GameData.ManifestationData.Values)
|
||||
{
|
||||
await InventoryManager.AddManifestationItem((ItemTypeEnum)manifest.Genre, manifest.Detail, manifest.Particular, manifest.Level);
|
||||
await InventoryManager.AddManifestationItem((ItemTypeEnum)manifest.Genre, manifest.Detail, manifest.Particular, manifest.Level, false);
|
||||
}
|
||||
foreach (var card in GameData.CardData.Values)
|
||||
{
|
||||
@@ -72,7 +68,7 @@ public class PlayerInstance(PlayerGameData data)
|
||||
}
|
||||
foreach (var supplies in GameData.AllSuppliesData)
|
||||
{
|
||||
await InventoryManager.AddSuppliesItem(supplies, 90000);
|
||||
await InventoryManager.AddSuppliesItem(supplies, 90000, false);
|
||||
}
|
||||
|
||||
var selected = CharacterManager.CharacterData.Characters
|
||||
@@ -81,7 +77,7 @@ public class PlayerInstance(PlayerGameData data)
|
||||
.Select(x => x.Guid)
|
||||
.ToList();
|
||||
|
||||
await LineupManager.UpdateLineup(1, selected[0], selected[1], selected[2]);
|
||||
await LineupManager.UpdateLineup(1, selected[0], selected[1], selected[2],false);
|
||||
|
||||
var bootstrapAttrs = BuildLobbyBootstrapAttrs();
|
||||
var existingAttrs = Data.Attrs
|
||||
@@ -149,7 +145,7 @@ public class PlayerInstance(PlayerGameData data)
|
||||
{
|
||||
foreach (var supplies in GameData.AllSuppliesData)
|
||||
{
|
||||
await InventoryManager.AddSuppliesItem(supplies, 90000);
|
||||
await InventoryManager.AddSuppliesItem(supplies, 90000, false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -241,12 +237,7 @@ public class PlayerInstance(PlayerGameData data)
|
||||
Solutions = { LineupManager.LineupData.LineupInfo.Values.Select(x => x.ToProto()) },
|
||||
};
|
||||
|
||||
foreach (var item in InventoryManager.InventoryData.Items.Values)
|
||||
if ((item.TemplateId & 0xFFFF) != 5) proto.Items.Add(item.ToProto());
|
||||
foreach (var weapon in InventoryManager.InventoryData.Weapons.Values) proto.Items.Add(weapon.ToProto());
|
||||
foreach (var skin in InventoryManager.InventoryData.Skins.Values) proto.Items.Add(skin.ToProto());
|
||||
foreach (var chara in CharacterManager.CharacterData.Characters) proto.Items.Add(chara.ToProto());
|
||||
|
||||
foreach (var x in Data.Attrs)
|
||||
{
|
||||
uint gid = x.Gid;
|
||||
|
||||
Reference in New Issue
Block a user