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https://github.com/MikuLeaks/MikuSB.git
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add system change furniture
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18
Common/Data/Excel/HouseFurniturePosData.cs
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18
Common/Data/Excel/HouseFurniturePosData.cs
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@@ -0,0 +1,18 @@
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namespace MikuSB.Data.Excel;
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[ResourceEntity("house/FurniturePos.json")]
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public class HouseFurniturePosExcel : ExcelResource
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{
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public uint AreaId { get; set; }
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public uint GroupId { get; set; }
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public override uint GetId()
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{
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return (AreaId << 48) | (GroupId << 32);
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}
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public override void Loaded()
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{
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GameData.HouseFurniturePosData.TryAdd(GetId(), this);
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}
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}
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@@ -31,6 +31,7 @@ public static class GameData
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public static Dictionary<uint, WeaponPartsExcel> WeaponPartsData { get; private set; } = [];
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public static Dictionary<uint, WeaponPartsExcel> WeaponPartsData { get; private set; } = [];
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public static Dictionary<uint, GuideExcel> GuideData { get; private set; } = [];
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public static Dictionary<uint, GuideExcel> GuideData { get; private set; } = [];
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public static Dictionary<uint, DormGiftExcel> DormGiftData { get; private set; } = [];
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public static Dictionary<uint, DormGiftExcel> DormGiftData { get; private set; } = [];
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public static Dictionary<uint, HouseFurniturePosExcel> HouseFurniturePosData { get; private set; } = [];
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}
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}
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public static class GameResourceTemplateId
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public static class GameResourceTemplateId
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@@ -327,18 +327,30 @@ public class PlayerInstance(PlayerGameData data)
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private static IEnumerable<(uint Gid, uint Sid, uint Value)> BuildGirlFurnitureAttrs()
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private static IEnumerable<(uint Gid, uint Sid, uint Value)> BuildGirlFurnitureAttrs()
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{
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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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const uint furnitureUnlockedValue = 153391689;
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var groupFurnitureByArea = new Dictionary<uint, uint>();
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foreach (var pos in GameData.HouseFurniturePosData.Values)
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{
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var areaId = pos.AreaId;
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var groupId = pos.GroupId;
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uint selectedIndex = 1;
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var shift = (groupId - 1) * 3;
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if (!groupFurnitureByArea.TryGetValue(areaId, out var packed)) packed = 0;
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packed |= (selectedIndex << (int)shift);
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groupFurnitureByArea[areaId] = packed;
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}
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for (uint girlId = 0; girlId <= 50; girlId++)
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for (uint girlId = 0; girlId <= 50; girlId++)
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{
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{
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// FurnitureStart..FurnitureEnd = 10..19
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var baseSid = girlId * 50;
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for (uint offset = 10; offset <= 19; offset++)
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for (uint offset = 10; offset <= 19; offset++)
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{
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{
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uint sid = (girlId * 50) + offset;
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yield return (101, baseSid + offset, furnitureUnlockedValue);
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yield return (101, sid, furnitureUnlockedValue);
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}
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if (groupFurnitureByArea.TryGetValue(girlId, out var groupValue))
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{
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yield return (101, baseSid + 20, groupValue);
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}
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}
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}
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}
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}
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}
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