mirror of
https://github.com/MikuLeaks/MikuSB.git
synced 2026-06-04 05:23:59 +00:00
unlock some furniture (not all items implemented yet)
special thanks to undownding for the logic
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@@ -333,4 +333,25 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
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return weaponPartInfo;
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}
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public async ValueTask<BaseGameItemInfo?> AddHouseFurnitureItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1, bool sendPacket = true)
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{
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if (genre != ItemTypeEnum.TYPE_HOUSE) return null;
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var houseFurnitureData = GameData.DormGiftData.Values.FirstOrDefault(x => x.Genre == (int)genre && x.Detail == detail && x.Particular == particular && x.Level == level);
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if (houseFurnitureData == null) return null;
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre, detail, particular, level);
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if (InventoryData.Items.Values.Any(x => x.TemplateId == templateId)) return null;
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var furnitureInfo = new BaseGameItemInfo
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{
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TemplateId = templateId,
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UniqueId = InventoryData.NextUniqueUid++,
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ItemType = genre,
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ItemCount = 1
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};
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InventoryData.Items[furnitureInfo.UniqueId] = furnitureInfo;
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if (sendPacket) await Player.SendPacket(new PacketNtfCallScript([furnitureInfo]));
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return furnitureInfo;
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}
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}
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@@ -288,9 +288,10 @@ public class PlayerInstance(PlayerGameData data)
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return (gid << 16) | sid;
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}
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public void BuildPlayerAttr()
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public void BuildPlayerAttr(bool additional = false)
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{
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var bootstrapAttrs = BuildLobbyBootstrapAttrs();
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var bootstrapAttrs = BuildLobbyBootstrapAttrs().ToList();
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if (additional) bootstrapAttrs.AddRange(BuildGirlFurnitureAttrs());
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var existingAttrs = Data.Attrs
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.ToDictionary(x => (x.Gid, x.Sid));
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var seenAttrs = new HashSet<(uint Gid, uint Sid)>();
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@@ -320,6 +321,24 @@ public class PlayerInstance(PlayerGameData data)
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}
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}
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private static IEnumerable<(uint Gid, uint Sid, uint Value)> BuildGirlFurnitureAttrs()
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{
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// Unlock some furniture slots for every girl
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// Each furniture attr int stores 10 slots using 3 bits per slot
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// Value below means slot 0..9 = 1
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const uint furnitureUnlockedValue = 153391689;
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for (uint girlId = 0; girlId <= 50; girlId++)
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{
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// FurnitureStart..FurnitureEnd = 10..19
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for (uint offset = 10; offset <= 19; offset++)
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{
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uint sid = (girlId * 50) + offset;
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yield return (101, sid, furnitureUnlockedValue);
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}
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}
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}
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private static IEnumerable<(uint Gid, uint Sid, uint Value)> BuildLobbyBootstrapAttrs()
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{
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// GuideLogic uses group 4. Value 999 is safely above every configured step count,
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@@ -375,7 +394,7 @@ public class PlayerInstance(PlayerGameData data)
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yield return (4, guide.ID, 999);
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}
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for (uint favor = 1; favor <= 50; favor++)
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for (uint favor = 0; favor <= 50; favor++)
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yield return (101, favor * 50, 500);
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// Main Scene 0 mean default scene
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