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Implement Weapon_Break
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34
Common/Data/Excel/BreakExcel.cs
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34
Common/Data/Excel/BreakExcel.cs
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using Newtonsoft.Json;
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namespace MikuSB.Data.Excel;
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[ResourceEntity("break.json")]
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public class BreakExcel : ExcelResource
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{
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[JsonProperty("ID")] public int Id { get; set; }
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[JsonProperty("Items1")] public List<List<int>> Items1 { get; set; } = [];
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[JsonProperty("Items2")] public List<List<int>> Items2 { get; set; } = [];
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[JsonProperty("Items3")] public List<List<int>> Items3 { get; set; } = [];
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[JsonProperty("Items4")] public List<List<int>> Items4 { get; set; } = [];
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[JsonProperty("Items5")] public List<List<int>> Items5 { get; set; } = [];
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[JsonProperty("Items6")] public List<List<int>> Items6 { get; set; } = [];
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public List<List<int>> GetItems(uint breakLevel) => breakLevel switch
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{
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1 => Items1,
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2 => Items2,
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3 => Items3,
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4 => Items4,
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5 => Items5,
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6 => Items6,
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_ => []
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};
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public override uint GetId() => (uint)Id;
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public override void Loaded()
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{
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GameData.BreakData[Id] = this;
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}
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}
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@@ -16,6 +16,7 @@ public static class GameData
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public static Dictionary<uint, ArItemExcel> ArItemData { get; private set; } = [];
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public static Dictionary<uint, ArItemExcel> ArItemData { get; private set; } = [];
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public static Dictionary<uint, ManifestationExcel> ManifestationData { get; private set; } = [];
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public static Dictionary<uint, ManifestationExcel> ManifestationData { get; private set; } = [];
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public static Dictionary<uint, Rogue3DDifficultExcel> Rogue3DDifficultData { get; private set; } = [];
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public static Dictionary<uint, Rogue3DDifficultExcel> Rogue3DDifficultData { get; private set; } = [];
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public static Dictionary<int, BreakExcel> BreakData { get; private set; } = [];
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public static Dictionary<uint, SpineExcel> SpineData { get; private set; } = [];
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public static Dictionary<uint, SpineExcel> SpineData { get; private set; } = [];
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public static Dictionary<uint, NodeConditionExcel> NodeConditionData { get; private set; } = [];
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public static Dictionary<uint, NodeConditionExcel> NodeConditionData { get; private set; } = [];
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public static List<SupportCardExcel> SupportCardData { get; private set; } = [];
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public static List<SupportCardExcel> SupportCardData { get; private set; } = [];
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98
GameServer/Server/CallGS/Handlers/Weapon/Weapon_Break.cs
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98
GameServer/Server/CallGS/Handlers/Weapon/Weapon_Break.cs
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using MikuSB.Data;
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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.Weapon;
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// s2c: function(sErr) — send "null" on success (json.decode("null") = nil = falsy in Lua)
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[CallGSApi("Weapon_Break")]
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public class Weapon_Break : ICallGSHandler
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{
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private const uint MaxBreak = 6;
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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<WeaponBreakParam>(param);
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if (req == null || req.WeaponId == 0)
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{
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await CallGSRouter.SendScript(connection, "Weapon_Break", "\"error.BadParam\"");
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return;
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}
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var weapon = player.InventoryManager.InventoryData.Weapons.GetValueOrDefault((uint)req.WeaponId);
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if (weapon == null)
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{
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await CallGSRouter.SendScript(connection, "Weapon_Break", "\"error.BadParam\"");
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return;
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}
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if (weapon.Break >= MaxBreak)
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{
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await CallGSRouter.SendScript(connection, "Weapon_Break", "\"tip.already_max_break\"");
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return;
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}
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var nextBreak = weapon.Break + 1;
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// Look up break cost from WeaponExcel → BreakExcel
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var weaponExcel = GameData.WeaponData.Values.FirstOrDefault(x =>
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GameResourceTemplateId.FromGdpl(x.Genre, x.Detail, x.Particular, x.Level) == weapon.TemplateId);
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var requestedMaterials = new Dictionary<ulong, uint>();
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if (weaponExcel != null && GameData.BreakData.TryGetValue(weaponExcel.BreakMatID, out var breakExcel))
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{
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foreach (var row in breakExcel.GetItems(nextBreak))
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{
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if (row.Count < 5) continue;
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var tid = GameResourceTemplateId.FromGdpl(
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(uint)row[0], (uint)row[1], (uint)row[2], (uint)row[3]);
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requestedMaterials[tid] = requestedMaterials.GetValueOrDefault(tid) + (uint)row[4];
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}
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}
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// Validate materials
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foreach (var (tid, count) in requestedMaterials)
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{
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var item = player.InventoryManager.InventoryData.Items.Values.FirstOrDefault(x => x.TemplateId == tid);
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if (item == null || item.ItemCount < count)
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{
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await CallGSRouter.SendScript(connection, "Weapon_Break", "\"tip.not_material_for_break\"");
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return;
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}
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}
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// Consume materials
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var syncItems = new List<Item>();
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foreach (var (tid, count) in requestedMaterials)
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{
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var item = player.InventoryManager.InventoryData.Items.Values.First(x => x.TemplateId == tid);
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item.ItemCount -= count;
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var proto = item.ToProto();
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if (item.ItemCount == 0)
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{
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player.InventoryManager.InventoryData.Items.Remove(item.UniqueId);
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proto.Count = 0;
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}
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syncItems.Add(proto);
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}
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weapon.Break = nextBreak;
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syncItems.Add(weapon.ToProto());
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DatabaseHelper.SaveDatabaseType(player.InventoryManager.InventoryData);
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var sync = new NtfSyncPlayer();
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sync.Items.AddRange(syncItems);
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await CallGSRouter.SendScript(connection, "Weapon_Break", "null", sync);
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}
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}
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internal sealed class WeaponBreakParam
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{
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[JsonPropertyName("Id")]
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public int WeaponId { get; set; }
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}
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