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VirCapture_GetLevelAward
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using MikuSB.Data;
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using MikuSB.Data.Excel;
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using MikuSB.Database;
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using MikuSB.Database.Inventory;
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using MikuSB.Database.Player;
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using MikuSB.Enums.Item;
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using MikuSB.GameServer.Game.Player;
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using MikuSB.Proto;
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using System.Text.Json;
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using System.Text.Json.Nodes;
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using System.Text.Json.Serialization;
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namespace MikuSB.GameServer.Server.CallGS.Handlers.VirCapture;
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[CallGSApi("VirCapture_GetLevelAward")]
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public class VirCapture_GetLevelAward : ICallGSHandler
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{
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private const uint VirCaptureGroupId = 128;
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private const uint CurLevelSid = 3;
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private const uint LevelAwardFlagStartSid = 101;
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private const uint LevelAwardFlagEndSid = 120;
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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<VirCaptureGetLevelAwardParam>(param);
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if (req == null || req.IdList == null || req.IdList.Count == 0)
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{
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await CallGSRouter.SendScript(connection, "VirCapture_GetLevelAward", "{\"tbAwardList\":[]}");
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return;
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}
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var curLevel = player.Data.Attrs.FirstOrDefault(x => x.Gid == VirCaptureGroupId && x.Sid == CurLevelSid)?.Val ?? 0;
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var requestedLevels = req.IdList
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.Where(x => x > 0)
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.Select(x => (uint)x)
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.Distinct()
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.OrderBy(x => x)
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.ToList();
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var claimLevels = requestedLevels
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.Where(level => level <= curLevel && CanClaimLevel(player.Data, level))
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.ToList();
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var sync = new NtfSyncPlayer();
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var responseAwards = new JsonArray();
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foreach (var level in claimLevels)
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{
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if (!GameData.VirCaptureLevelListData.TryGetValue(level, out var levelCfg) ||
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levelCfg.Rewards.Count == 0)
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{
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continue;
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}
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SetClaimed(player, sync, level);
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foreach (var reward in levelCfg.Rewards)
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{
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if (reward.Count < 5)
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continue;
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await GrantRewardAsync(player, sync, reward);
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responseAwards.Add(new JsonArray(
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(int)reward[0],
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(int)reward[1],
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(int)reward[2],
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(int)reward[3],
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(int)reward[4]));
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}
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}
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DatabaseHelper.SaveDatabaseType(player.Data);
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DatabaseHelper.SaveDatabaseType(player.InventoryManager.InventoryData);
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DatabaseHelper.SaveDatabaseType(player.CharacterManager.CharacterData);
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var rsp = new JsonObject
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{
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["tbAwardList"] = responseAwards
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};
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await CallGSRouter.SendScript(connection, "VirCapture_GetLevelAward", rsp.ToJsonString(), sync);
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}
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private static bool CanClaimLevel(PlayerGameData data, uint level)
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{
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var sid = GetLevelAwardSid(level);
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if (sid < LevelAwardFlagStartSid || sid > LevelAwardFlagEndSid)
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return false;
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var pos = GetLevelAwardBit(level);
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var attr = data.Attrs.FirstOrDefault(x => x.Gid == VirCaptureGroupId && x.Sid == sid);
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return ((attr?.Val ?? 0) & (1u << pos)) == 0;
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}
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private static void SetClaimed(PlayerInstance player, NtfSyncPlayer sync, uint level)
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{
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var sid = GetLevelAwardSid(level);
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var pos = GetLevelAwardBit(level);
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var attr = GetOrCreateAttr(player.Data, VirCaptureGroupId, sid);
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attr.Val |= 1u << pos;
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sync.Custom[player.ToPackedAttrKey(VirCaptureGroupId, sid)] = attr.Val;
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sync.Custom[player.ToShiftedAttrKey(VirCaptureGroupId, sid)] = attr.Val;
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}
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private static uint GetLevelAwardSid(uint level) => LevelAwardFlagStartSid + (level / 30);
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private static int GetLevelAwardBit(uint level) => (int)(level % 30);
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private static PlayerAttr GetOrCreateAttr(PlayerGameData data, uint gid, uint sid)
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{
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var attr = data.Attrs.FirstOrDefault(x => x.Gid == gid && x.Sid == sid);
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if (attr != null)
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return attr;
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attr = new PlayerAttr
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{
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Gid = gid,
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Sid = sid,
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Val = 0
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};
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data.Attrs.Add(attr);
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return attr;
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}
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private static async Task GrantRewardAsync(PlayerInstance player, NtfSyncPlayer sync, IReadOnlyList<uint> reward)
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{
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var itemType = (ItemTypeEnum)reward[0];
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var detail = reward[1];
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var particular = reward[2];
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var level = reward[3];
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var count = Math.Max(1u, reward[4]);
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switch (itemType)
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{
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case ItemTypeEnum.TYPE_CARD:
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for (var i = 0u; i < count; i++)
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{
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var character = await player.CharacterManager.AddCharacter(itemType, detail, particular, level, sendPacket: false);
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if (character != null)
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sync.Items.Add(character.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_WEAPON:
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for (var i = 0u; i < count; i++)
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{
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var weapon = await player.InventoryManager.AddWeaponItem(itemType, detail, particular, level, sendPacket: false);
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if (weapon != null)
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sync.Items.Add(weapon.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_SUPPORT:
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for (var i = 0u; i < count; i++)
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{
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var support = await player.InventoryManager.AddSupportCardItem(detail, particular, level, sendPacket: false);
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if (support != null)
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sync.Items.Add(support.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_SUPPLIES:
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{
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var templateId = (uint)GameResourceTemplateId.FromGdpl(reward[0], detail, particular, level);
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if (GameData.SuppliesData.TryGetValue(templateId, out var supplies))
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{
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var item = await player.InventoryManager.AddSuppliesItem(supplies, count, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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}
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case ItemTypeEnum.TYPE_USEABLE:
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{
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var item = AddOtherItem(player.InventoryManager.InventoryData, reward[0], detail, particular, level, count);
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if (item != null)
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sync.Items.Add(item.ToProto());
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break;
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}
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case ItemTypeEnum.TYPE_WEAPON_PART:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddWeaponPartItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_CARD_SKIN:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddSkinItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_HOUSE:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddHouseFurnitureItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_PROFILE:
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case ItemTypeEnum.TYPE_FRAME:
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case ItemTypeEnum.TYPE_BADGE:
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case ItemTypeEnum.TYPE_COVER:
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case ItemTypeEnum.TYPE_NAMECARD:
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case ItemTypeEnum.TYPE_EXPRESSION:
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case ItemTypeEnum.TYPE_BUBBLE:
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case ItemTypeEnum.TYPE_ANALYST:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddProfileItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_WEAPON_SKIN:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddWeaponSkinItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_MANIFESTATION:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddManifestationItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_CARD_SKIN_PART:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddSkinPartItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_AR:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddArItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_CALL:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddCallItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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}
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}
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private static BaseGameItemInfo? AddOtherItem(InventoryData inventory, uint genre, uint detail, uint particular, uint level, uint count)
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{
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var templateId = (uint)GameResourceTemplateId.FromGdpl(genre, detail, particular, level);
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if (!GameData.OtherItemData.TryGetValue(templateId, out var otherItem))
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return null;
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var maxCount = otherItem.GMnum > 0 ? otherItem.GMnum : 99999u;
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var existing = inventory.Items.Values.FirstOrDefault(x => x.TemplateId == templateId);
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if (existing != null)
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{
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existing.ItemCount = Math.Min(existing.ItemCount + count, maxCount);
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return existing;
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}
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var item = new BaseGameItemInfo
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{
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TemplateId = templateId,
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UniqueId = inventory.NextUniqueUid++,
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ItemType = ItemTypeEnum.TYPE_USEABLE,
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ItemCount = Math.Min(count, maxCount)
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};
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inventory.Items[item.UniqueId] = item;
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return item;
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}
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}
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internal sealed class VirCaptureGetLevelAwardParam
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{
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[JsonPropertyName("nId")]
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public int ActId { get; set; }
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[JsonPropertyName("tbIdList")]
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public List<int> IdList { get; set; } = [];
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}
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