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Support cards can now be equipped.
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@@ -0,0 +1,70 @@
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using MikuSB.Database;
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using MikuSB.Proto;
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using System.Text.Json;
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using System.Text.Json.Serialization;
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namespace MikuSB.GameServer.Server.CallGS.Handlers.Girl;
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[CallGSApi("SupporterCard_Equip")]
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public class SupporterCard_Equip : ICallGSHandler
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{
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public async Task Handle(Connection connection, string param, ushort seqNo)
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{
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var player = connection.Player!;
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var req = JsonSerializer.Deserialize<SupporterCardEquipParam>(param);
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if (req == null || req.CardId == 0 || req.SupportCardUid == 0)
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{
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await CallGSRouter.SendScript(connection, "Logistics_Equip", "{}");
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return;
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}
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var card = player.CharacterManager.GetCharacterByGUID((uint)req.CardId);
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if (card == null)
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{
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await CallGSRouter.SendScript(connection, "Logistics_Equip", "{}");
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return;
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}
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var slot = (uint)req.EqSlot;
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// If an existing card is equipped in this slot and bForce is false, ask for confirmation
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if (!req.Force && req.CurrentEquippedUid != 0 && card.SupportSlots.TryGetValue(slot, out var existing) && existing != 0)
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{
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await CallGSRouter.SendScript(connection, "Logistics_Confirm", "{}");
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return;
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}
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// Perform equip
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card.SupportSlots[slot] = (uint)req.SupportCardUid;
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DatabaseHelper.SaveDatabaseType(player.CharacterManager.CharacterData);
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var sync = new NtfSyncPlayer();
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sync.Items.Add(card.ToProto());
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// Req_EquipChange (no Model) → Logistics_Change; Req_Equip (has Model) → Logistics_Equip
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var responseApi = string.IsNullOrEmpty(req.Model) ? "Logistics_Change" : "Logistics_Equip";
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await CallGSRouter.SendScript(connection, responseApi, "{}", sync);
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}
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}
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internal sealed class SupporterCardEquipParam
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{
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[JsonPropertyName("EqId")]
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public int CardId { get; set; }
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[JsonPropertyName("beEqId")]
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public int SupportCardUid { get; set; }
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[JsonPropertyName("EqSlot")]
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public int EqSlot { get; set; }
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[JsonPropertyName("BEqId")]
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public int CurrentEquippedUid { get; set; }
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[JsonPropertyName("bForce")]
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public bool Force { get; set; }
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[JsonPropertyName("Model")]
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public string? Model { get; set; }
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}
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