mirror of
https://github.com/MikuLeaks/MikuSB.git
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Compare commits
7 Commits
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5af23a8113 | ||
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ee79486748 | ||
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069ee6aa2a | ||
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64f977173f |
14
Common/Data/Excel/DailyLevelExcel.cs
Normal file
14
Common/Data/Excel/DailyLevelExcel.cs
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@@ -0,0 +1,14 @@
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|||||||
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namespace MikuSB.Data.Excel;
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||||||
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[ResourceEntity("daily_level.json")]
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public class DailyLevelExcel : ExcelResource
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||||||
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{
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public uint ID { get; set; }
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||||||
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||||||
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public override uint GetId() => ID;
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public override void Loaded()
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||||||
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{
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GameData.DailyLevelData.Add(ID, this);
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||||||
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}
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||||||
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}
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24
Common/Data/Excel/WeaponSkinExcel.cs
Normal file
24
Common/Data/Excel/WeaponSkinExcel.cs
Normal file
@@ -0,0 +1,24 @@
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|||||||
|
using Newtonsoft.Json;
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||||||
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using Newtonsoft.Json.Linq;
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||||||
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namespace MikuSB.Data.Excel;
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[ResourceEntity("weapon_skin.json")]
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public class WeaponSkinExcel : ExcelResource
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{
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public uint Genre { get; set; }
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public uint Detail { get; set; }
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public uint Particular { get; set; }
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public uint Level { get; set; }
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||||||
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public string I18n { get; set; } = "";
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||||||
|
|
||||||
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public override uint GetId()
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||||||
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{
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return (uint)I18n.GetHashCode();
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}
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public override void Loaded()
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{
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GameData.WeaponSkinData.Add(GetId(), this);
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}
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||||||
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}
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@@ -19,6 +19,9 @@ public static class GameData
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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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public static Dictionary<uint, WeaponSkinExcel> WeaponSkinData { get; private set; } = [];
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public static Dictionary<uint, DailyLevelExcel> DailyLevelData { get; private set; } = [];
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||||||
|
|
||||||
}
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}
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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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||||||
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|||||||
@@ -23,6 +23,7 @@ public class CharacterInfo
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public int Trust { get; set; }
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public int Trust { get; set; }
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||||||
public uint WeaponUniqueId { get; set; }
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public uint WeaponUniqueId { get; set; }
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||||||
public uint SkinId { get; set; }
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public uint SkinId { get; set; }
|
||||||
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public uint WeaponSkinId { get; set; }
|
||||||
public ItemFlagEnum Flag { get; set; } = ItemFlagEnum.FLAG_READED;
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public ItemFlagEnum Flag { get; set; } = ItemFlagEnum.FLAG_READED;
|
||||||
public uint Expiration { get; set; }
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public uint Expiration { get; set; }
|
||||||
[SugarColumn(IsJson = true)] public List<uint> UnlockedSkin { get; set; } = [];
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[SugarColumn(IsJson = true)] public List<uint> UnlockedSkin { get; set; } = [];
|
||||||
@@ -57,6 +58,7 @@ public class CharacterInfo
|
|||||||
|
|
||||||
proto.Slots[4] = WeaponUniqueId;
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proto.Slots[4] = WeaponUniqueId;
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||||||
proto.Slots[5] = SkinId;
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proto.Slots[5] = SkinId;
|
||||||
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proto.Slots[6] = WeaponSkinId;
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||||||
foreach (var (slot, uid) in SupportSlots)
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foreach (var (slot, uid) in SupportSlots)
|
||||||
proto.Slots[slot] = uid;
|
proto.Slots[slot] = uid;
|
||||||
|
|
||||||
|
|||||||
@@ -17,6 +17,9 @@ public class InventoryData : BaseDatabaseDataHelper
|
|||||||
|
|
||||||
[SugarColumn(IsJson = true)]
|
[SugarColumn(IsJson = true)]
|
||||||
public Dictionary<uint, GameSkinInfo> Skins { get; set; } = []; // Key: UniqueId
|
public Dictionary<uint, GameSkinInfo> Skins { get; set; } = []; // Key: UniqueId
|
||||||
|
|
||||||
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[SugarColumn(IsJson = true)]
|
||||||
|
public Dictionary<uint, GameSupportCardInfo> SupportCards { get; set; } = []; // Key: UniqueId
|
||||||
}
|
}
|
||||||
|
|
||||||
public class BaseGameItemInfo
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public class BaseGameItemInfo
|
||||||
@@ -72,7 +75,8 @@ public class GameWeaponInfo : GrowableItemInfo
|
|||||||
};
|
};
|
||||||
return proto;
|
return proto;
|
||||||
}
|
}
|
||||||
}public class GameSkinInfo : BaseGameItemInfo
|
}
|
||||||
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public class GameSkinInfo : BaseGameItemInfo
|
||||||
{
|
{
|
||||||
public uint SkinType { get; set; }
|
public uint SkinType { get; set; }
|
||||||
public override Item ToProto()
|
public override Item ToProto()
|
||||||
@@ -88,3 +92,26 @@ public class GameWeaponInfo : GrowableItemInfo
|
|||||||
return proto;
|
return proto;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
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public class GameSupportCardInfo : BaseGameItemInfo
|
||||||
|
{
|
||||||
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public uint AffixId { get; set; }
|
||||||
|
public override Item ToProto()
|
||||||
|
{
|
||||||
|
var proto = new Item
|
||||||
|
{
|
||||||
|
Id = UniqueId,
|
||||||
|
Template = TemplateId,
|
||||||
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Count = ItemCount,
|
||||||
|
Flag = (uint)Flag,
|
||||||
|
Enhance = new Enhance
|
||||||
|
{
|
||||||
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Level = Level,
|
||||||
|
Exp = Exp
|
||||||
|
}
|
||||||
|
};
|
||||||
|
proto.Slots[1] = AffixId;
|
||||||
|
return proto;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -35,6 +35,9 @@ public class ServerTextCHS
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public class WordTextCHS
|
public class WordTextCHS
|
||||||
{
|
{
|
||||||
|
public string WeaponSkin => "武器皮肤";
|
||||||
|
public string SupportCard => "支援卡";
|
||||||
|
public string Weapon => "武器";
|
||||||
public string Rank => "星魂";
|
public string Rank => "星魂";
|
||||||
public string Avatar => "角色";
|
public string Avatar => "角色";
|
||||||
public string Material => "材料";
|
public string Material => "材料";
|
||||||
@@ -218,11 +221,13 @@ public class GirlTextCHS
|
|||||||
|
|
||||||
public string Usage =>
|
public string Usage =>
|
||||||
"用法: /girl add <detail/-1> -p<particular> -l<level> -s<star>\n" +
|
"用法: /girl add <detail/-1> -p<particular> -l<level> -s<star>\n" +
|
||||||
"用法: /girl level <guid/-1> <level>";
|
"用法: /girl level <guid/-1> <level>\n" +
|
||||||
|
"用法: /girl neuronic <guid/-1> <level>";
|
||||||
|
|
||||||
public string NotFound => "角色不存在!";
|
public string NotFound => "角色不存在!";
|
||||||
public string Added => "已为玩家添加 {0} 个角色!";
|
public string Added => "已为玩家添加 {0} 个角色!";
|
||||||
public string UpdateLevel => "已将 {1} 个角色等级设置为 {0}!";
|
public string UpdateLevel => "已将 {1} 个角色等级设置为 {0}!";
|
||||||
|
public string UpdateNeuronicLevel => "已将 {1} 个角色的神经元等级设置为 {0}!";
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -230,11 +235,13 @@ public class GirlTextCHS
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public class GiveAllTextCHS
|
public class GiveAllTextCHS
|
||||||
{
|
{
|
||||||
public string Desc => "给玩家所有物品\n" +
|
public string Desc => "给予玩家所有物品\n" +
|
||||||
"备注: -1 代表全部";
|
"注意:-1 表示全部";
|
||||||
public string Usage => "用法: /giveall weapon <detail/-1> -p<particular> -l<level>";
|
public string Usage => "用法:/giveall weapon <detail/-1> -p<特定> -l<等級>\n" +
|
||||||
public string WeaponNotFound => "找不到武器!";
|
"用法:/giveall weaponskin <detail/-1> -p<特定>\n" +
|
||||||
public string WeaponAdded => "已添加 {0} 把武器给玩家!";
|
"用法:/giveall card <detail/-1> -p<特定> -l<等級>";
|
||||||
|
public string NotFound => "未找到 {0}!";
|
||||||
|
public string GiveAllItems => "已向玩家添加 {0} 个 {1}!";
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|||||||
@@ -35,6 +35,9 @@ public class ServerTextCHT
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public class WordTextCHT
|
public class WordTextCHT
|
||||||
{
|
{
|
||||||
|
public string WeaponSkin => "武器外觀";
|
||||||
|
public string SupportCard => "支援卡";
|
||||||
|
public string Weapon => "武器";
|
||||||
public string Rank => "星魂";
|
public string Rank => "星魂";
|
||||||
public string Avatar => "角色";
|
public string Avatar => "角色";
|
||||||
public string Material => "材料";
|
public string Material => "材料";
|
||||||
@@ -218,11 +221,13 @@ public class GirlTextCHT
|
|||||||
|
|
||||||
public string Usage =>
|
public string Usage =>
|
||||||
"用法: /girl add <detail/-1> -p<particular> -l<level> -s<star>\n" +
|
"用法: /girl add <detail/-1> -p<particular> -l<level> -s<star>\n" +
|
||||||
"用法: /girl level <guid/-1> <level>";
|
"用法: /girl level <guid/-1> <level>\n" +
|
||||||
|
"用法: /girl neuronic <guid/-1> <level>";
|
||||||
|
|
||||||
public string NotFound => "角色不存在!";
|
public string NotFound => "角色不存在!";
|
||||||
public string Added => "已為玩家新增 {0} 個角色!";
|
public string Added => "已為玩家新增 {0} 個角色!";
|
||||||
public string UpdateLevel => "已將 {1} 個角色等級設為 {0}!";
|
public string UpdateLevel => "已將 {1} 個角色等級設為 {0}!";
|
||||||
|
public string UpdateNeuronicLevel => "已將 {1} 個角色的神經元等級設置為 {0}!";
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -230,11 +235,13 @@ public class GirlTextCHT
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public class GiveAllTextCHT
|
public class GiveAllTextCHT
|
||||||
{
|
{
|
||||||
public string Desc => "給玩家所有物品\n" +
|
public string Desc => "給予玩家所有物品\n" +
|
||||||
"備註: -1 代表全部";
|
"注意:-1 表示全部";
|
||||||
public string Usage => "用法: /giveall weapon <detail/-1> -p<particular> -l<level>";
|
public string Usage => "用法:/giveall weapon <detail/-1> -p<特定> -l<等級>\n" +
|
||||||
public string WeaponNotFound => "找不到武器!";
|
"用法:/giveall weaponskin <detail/-1> -p<特定>\n" +
|
||||||
public string WeaponAdded => "已添加 {0} 把武器給玩家!";
|
"用法:/giveall card <detail/-1> -p<特定> -l<等級>";
|
||||||
|
public string NotFound => "未找到 {0}!";
|
||||||
|
public string GiveAllItems => "已向玩家添加 {0} 個 {1}!";
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|||||||
@@ -35,10 +35,10 @@ public class ServerTextEN
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public class WordTextEN
|
public class WordTextEN
|
||||||
{
|
{
|
||||||
public string Star => "Star";
|
public string WeaponSkin => "Weapon Skin";
|
||||||
public string Valk => "Valkyrie";
|
public string Valk => "Valkyrie";
|
||||||
public string Material => "Material";
|
public string Material => "Material";
|
||||||
public string Stigmata => "Stigmata";
|
public string SupportCard => "Support Card";
|
||||||
public string Weapon => "Weapon";
|
public string Weapon => "Weapon";
|
||||||
public string Banner => "Gacha";
|
public string Banner => "Gacha";
|
||||||
public string Activity => "Activity";
|
public string Activity => "Activity";
|
||||||
@@ -187,11 +187,13 @@ public class GirlTextEN
|
|||||||
|
|
||||||
public string Usage =>
|
public string Usage =>
|
||||||
"Usage: /girl add <detail/-1> -p<particular> -l<level> -s<star>\n" +
|
"Usage: /girl add <detail/-1> -p<particular> -l<level> -s<star>\n" +
|
||||||
"Usage: /girl level <guid/-1> <level>";
|
"Usage: /girl level <guid/-1> <level>\n" +
|
||||||
|
"Usage: /girl neuronic <guid/-1> <level>";
|
||||||
|
|
||||||
public string NotFound => "Character not found!";
|
public string NotFound => "Character not found!";
|
||||||
public string Added => "Granted {0} character(s) to player!";
|
public string Added => "Granted {0} character(s) to player!";
|
||||||
public string UpdateLevel => "Set {1} character(s) to level {0}!";
|
public string UpdateLevel => "Set {1} character(s) to level {0}!";
|
||||||
|
public string UpdateNeuronicLevel => "Set {1} character(s) Neuronic to level {0}!";
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -201,9 +203,11 @@ public class GiveAllTextEN
|
|||||||
{
|
{
|
||||||
public string Desc => "Give all items to player\n"+
|
public string Desc => "Give all items to player\n"+
|
||||||
"Note: -1 means all";
|
"Note: -1 means all";
|
||||||
public string Usage => "Usage: /giveall weapon <detail/-1> -p<particular> -l<level>";
|
public string Usage => "Usage: /giveall weapon <detail/-1> -p<particular> -l<level>\n" +
|
||||||
public string WeaponNotFound => "Weapon not found!";
|
"Usage: /giveall weaponskin <detail/-1> -p<particular>\n" +
|
||||||
public string WeaponAdded => "Added {0} weapon(s) to player!";
|
"Usage: /giveall card <detail/-1> -p<particular> -l<level>";
|
||||||
|
public string NotFound => "{0} not found!";
|
||||||
|
public string GiveAllItems => "Added {0} {1} to player!";
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|||||||
@@ -84,4 +84,49 @@ public class CommandGirl : ICommands
|
|||||||
level.ToString(),
|
level.ToString(),
|
||||||
girls.Count.ToString()));
|
girls.Count.ToString()));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[CommandMethod("neuronic")]
|
||||||
|
public async ValueTask UpdateNeuronicLevel(CommandArg arg)
|
||||||
|
{
|
||||||
|
if (!await arg.CheckOnlineTarget()) return;
|
||||||
|
if (!await arg.CheckArgCnt(2)) return;
|
||||||
|
|
||||||
|
var guid = arg.GetInt(0);
|
||||||
|
var level = Math.Clamp(arg.GetInt(1), 0, 6);
|
||||||
|
var player = arg.Target!.Player!;
|
||||||
|
List<CharacterInfo> girls = [];
|
||||||
|
|
||||||
|
List<uint> spines = new List<uint>();
|
||||||
|
for (int i = 0; i < 6; i++)
|
||||||
|
spines.Add(i < level ? 511u : 0u);
|
||||||
|
|
||||||
|
uint proLevel = (uint)(spines.Count(x => x == 511) / 2);
|
||||||
|
|
||||||
|
if (guid == -1)
|
||||||
|
{
|
||||||
|
foreach (var girl in player.CharacterManager.CharacterData.Characters)
|
||||||
|
{
|
||||||
|
girl.Spines = spines;
|
||||||
|
girl.ProLevel = proLevel;
|
||||||
|
girls.Add(girl);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var girl = player.CharacterManager.GetCharacterByGUID((uint)guid);
|
||||||
|
if (girl == null)
|
||||||
|
{
|
||||||
|
await arg.SendMsg(I18NManager.Translate("Game.Command.Girl.NotFound"));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
girl.Spines = spines;
|
||||||
|
girl.ProLevel = proLevel;
|
||||||
|
girls.Add(girl);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (girls.Count > 0) await player.SendPacket(new PacketNtfCallScript(girls));
|
||||||
|
await arg.SendMsg(I18NManager.Translate("Game.Command.Girl.UpdateNeuronicLevel",
|
||||||
|
level.ToString(),
|
||||||
|
girls.Count.ToString()));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -18,7 +18,7 @@ public class CommandGiveAll : ICommands
|
|||||||
if (await arg.GetOption('l') is not int level) return;
|
if (await arg.GetOption('l') is not int level) return;
|
||||||
|
|
||||||
var detail = arg.GetInt(0);
|
var detail = arg.GetInt(0);
|
||||||
level = Math.Clamp(level, 1, 80);
|
level = Math.Clamp(level, 1, 90);
|
||||||
var player = arg.Target!.Player!;
|
var player = arg.Target!.Player!;
|
||||||
List<GameWeaponInfo> weapons = [];
|
List<GameWeaponInfo> weapons = [];
|
||||||
if (detail == -1)
|
if (detail == -1)
|
||||||
@@ -36,12 +36,82 @@ public class CommandGiveAll : ICommands
|
|||||||
var weapon = await player.InventoryManager!.AddWeaponItem(ItemTypeEnum.TYPE_WEAPON, (uint)detail,(uint)particular,1,(uint)level,false);
|
var weapon = await player.InventoryManager!.AddWeaponItem(ItemTypeEnum.TYPE_WEAPON, (uint)detail,(uint)particular,1,(uint)level,false);
|
||||||
if (weapon == null)
|
if (weapon == null)
|
||||||
{
|
{
|
||||||
await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.WeaponNotFound"));
|
await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.NotFound", I18NManager.Translate("Word.Weapon")));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
weapons.Add(weapon);
|
weapons.Add(weapon);
|
||||||
}
|
}
|
||||||
if (weapons.Count > 0) await player.SendPacket(new PacketNtfCallScript(weapons));
|
if (weapons.Count > 0) await player.SendPacket(new PacketNtfCallScript(weapons));
|
||||||
await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.WeaponAdded", weapons.Count.ToString()));
|
await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.GiveAllItems",
|
||||||
|
I18NManager.Translate("Word.Weapon"), weapons.Count.ToString()));
|
||||||
|
}
|
||||||
|
|
||||||
|
[CommandMethod("card")]
|
||||||
|
public async ValueTask GiveAllSupportCard(CommandArg arg)
|
||||||
|
{
|
||||||
|
if (!await arg.CheckOnlineTarget()) return;
|
||||||
|
if (await arg.GetOption('p') is not int particular) return;
|
||||||
|
if (await arg.GetOption('l') is not int level) return;
|
||||||
|
|
||||||
|
var detail = arg.GetInt(0);
|
||||||
|
var player = arg.Target!.Player!;
|
||||||
|
List<GameSupportCardInfo> supportCards = [];
|
||||||
|
if (detail == -1)
|
||||||
|
{
|
||||||
|
// add all
|
||||||
|
foreach (var config in GameData.SupportCardData)
|
||||||
|
{
|
||||||
|
var supportCard = await player.InventoryManager!
|
||||||
|
.AddSupportCardItem(config.Detail, config.Particular, config.Level, (uint)level, false);
|
||||||
|
if (supportCard != null) supportCards.Add(supportCard);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var supportCard = await player.InventoryManager!.AddSupportCardItem((uint)detail, (uint)particular, 1, (uint)level, false);
|
||||||
|
if (supportCard == null)
|
||||||
|
{
|
||||||
|
await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.NotFound", I18NManager.Translate("Word.SupportCard")));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
supportCards.Add(supportCard);
|
||||||
|
}
|
||||||
|
if (supportCards.Count > 0) await player.SendPacket(new PacketNtfCallScript(supportCards));
|
||||||
|
await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.GiveAllItems",
|
||||||
|
I18NManager.Translate("Word.SupportCard"), supportCards.Count.ToString()));
|
||||||
|
}
|
||||||
|
|
||||||
|
[CommandMethod("weaponskin")]
|
||||||
|
public async ValueTask GiveAllWeaponSkin(CommandArg arg)
|
||||||
|
{
|
||||||
|
if (!await arg.CheckOnlineTarget()) return;
|
||||||
|
if (await arg.GetOption('p') is not int particular) return;
|
||||||
|
|
||||||
|
var detail = arg.GetInt(0);
|
||||||
|
var player = arg.Target!.Player!;
|
||||||
|
List<BaseGameItemInfo> weaponSkins = [];
|
||||||
|
if (detail == -1)
|
||||||
|
{
|
||||||
|
// add all
|
||||||
|
foreach (var config in GameData.WeaponSkinData.Values)
|
||||||
|
{
|
||||||
|
var weaponSkin = await player.InventoryManager!
|
||||||
|
.AddWeaponSkinItem((ItemTypeEnum)config.Genre, config.Detail, config.Particular, 1, false);
|
||||||
|
if (weaponSkin != null) weaponSkins.Add(weaponSkin);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var weaponSkin = await player.InventoryManager!.AddWeaponSkinItem(ItemTypeEnum.TYPE_WEAPON, (uint)detail, (uint)particular, 1, false);
|
||||||
|
if (weaponSkin == null)
|
||||||
|
{
|
||||||
|
await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.NotFound", I18NManager.Translate("Word.WeaponSkin")));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
weaponSkins.Add(weaponSkin);
|
||||||
|
}
|
||||||
|
if (weaponSkins.Count > 0) await player.SendPacket(new PacketNtfCallScript(weaponSkins));
|
||||||
|
await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.GiveAllItems",
|
||||||
|
I18NManager.Translate("Word.WeaponSkin"), weaponSkins.Count.ToString()));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -24,7 +24,7 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
|
|||||||
TemplateId = templateId,
|
TemplateId = templateId,
|
||||||
UniqueId = InventoryData.NextUniqueUid++,
|
UniqueId = InventoryData.NextUniqueUid++,
|
||||||
Level = weaponLevel,
|
Level = weaponLevel,
|
||||||
Break = weaponData.InitBreak,
|
Break = GetWeaponBreak(weaponLevel),
|
||||||
ItemType = ItemTypeEnum.TYPE_WEAPON,
|
ItemType = ItemTypeEnum.TYPE_WEAPON,
|
||||||
ItemCount = 1
|
ItemCount = 1
|
||||||
};
|
};
|
||||||
@@ -35,6 +35,17 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
|
|||||||
return weaponInfo;
|
return weaponInfo;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static uint GetWeaponBreak(uint level)
|
||||||
|
{
|
||||||
|
if (level <= 20) return 1;
|
||||||
|
if (level <= 40) return 2;
|
||||||
|
if (level <= 60) return 3;
|
||||||
|
if (level <= 70) return 4;
|
||||||
|
if (level <= 80) return 5;
|
||||||
|
if (level <= 90) return 6;
|
||||||
|
return 7;
|
||||||
|
}
|
||||||
|
|
||||||
public GameWeaponInfo? GetWeaponItem(uint uniqueId)
|
public GameWeaponInfo? GetWeaponItem(uint uniqueId)
|
||||||
{
|
{
|
||||||
return InventoryData.Weapons.GetValueOrDefault(uniqueId);
|
return InventoryData.Weapons.GetValueOrDefault(uniqueId);
|
||||||
@@ -110,26 +121,44 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
|
|||||||
return arInfo;
|
return arInfo;
|
||||||
}
|
}
|
||||||
|
|
||||||
public async ValueTask<BaseGameItemInfo?> AddSupportCardItem(uint detail, uint particular, uint level = 1, bool sendPacket = true)
|
public async ValueTask<GameSupportCardInfo?> AddSupportCardItem(uint detail, uint particular, uint level = 1, uint cardLevel = 1, bool sendPacket = true)
|
||||||
{
|
{
|
||||||
const ItemTypeEnum genre = ItemTypeEnum.TYPE_SUPPORT;
|
const ItemTypeEnum genre = ItemTypeEnum.TYPE_SUPPORT;
|
||||||
|
var spCard = GameData.SupportCardData.FirstOrDefault(x => x.Genre == (int)genre && x.Detail == detail && x.Particular == particular && x.Level == level);
|
||||||
|
if (spCard == null) return null;
|
||||||
var templateId = GameResourceTemplateId.FromGdpl((uint)genre, detail, particular, level);
|
var templateId = GameResourceTemplateId.FromGdpl((uint)genre, detail, particular, level);
|
||||||
if (InventoryData.Items.Values.Any(x => x.TemplateId == templateId)) return null;
|
cardLevel = Math.Clamp(cardLevel, 1, spCard.MaxLevel);
|
||||||
|
var info = new GameSupportCardInfo
|
||||||
var info = new BaseGameItemInfo
|
|
||||||
{
|
{
|
||||||
TemplateId = templateId,
|
TemplateId = templateId,
|
||||||
UniqueId = InventoryData.NextUniqueUid++,
|
UniqueId = InventoryData.NextUniqueUid++,
|
||||||
ItemType = genre,
|
ItemType = genre,
|
||||||
ItemCount = 1
|
ItemCount = 1,
|
||||||
|
Level = cardLevel,
|
||||||
};
|
};
|
||||||
InventoryData.Items[info.UniqueId] = info;
|
InventoryData.SupportCards[info.UniqueId] = info;
|
||||||
|
|
||||||
if (sendPacket) await Player.SendPacket(new PacketNtfCallScript([info]));
|
if (sendPacket) await Player.SendPacket(new PacketNtfCallScript([info]));
|
||||||
|
|
||||||
return info;
|
return info;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public GameSupportCardInfo? GetSupportCardItem(uint uniqueId)
|
||||||
|
{
|
||||||
|
return InventoryData.SupportCards.GetValueOrDefault(uniqueId);
|
||||||
|
}
|
||||||
|
|
||||||
|
public GameSupportCardInfo? GetSupportCardByTemplateId(ulong templateId)
|
||||||
|
{
|
||||||
|
return InventoryData.SupportCards.Values.FirstOrDefault(x => x.TemplateId == templateId);
|
||||||
|
}
|
||||||
|
|
||||||
|
public GameSupportCardInfo? GetSupportCardItemGDPL(ItemTypeEnum genre, uint detail, uint particular, uint level)
|
||||||
|
{
|
||||||
|
var templateId = GameResourceTemplateId.FromGdpl((uint)genre, detail, particular, level);
|
||||||
|
return InventoryData.SupportCards.Values.FirstOrDefault(x => x.TemplateId == templateId);
|
||||||
|
}
|
||||||
|
|
||||||
public async ValueTask<BaseGameItemInfo?> AddManifestationItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1, bool sendPacket = true)
|
public async ValueTask<BaseGameItemInfo?> AddManifestationItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1, bool sendPacket = true)
|
||||||
{
|
{
|
||||||
if (genre != ItemTypeEnum.TYPE_MANIFESTATION) return null;
|
if (genre != ItemTypeEnum.TYPE_MANIFESTATION) return null;
|
||||||
@@ -198,4 +227,26 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
|
|||||||
|
|
||||||
return itemInfo;
|
return itemInfo;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public async ValueTask<BaseGameItemInfo?> AddWeaponSkinItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1, bool sendPacket = true)
|
||||||
|
{
|
||||||
|
if (genre != ItemTypeEnum.TYPE_WEAPON_SKIN) return null;
|
||||||
|
var skinData = GameData.WeaponSkinData.Values.FirstOrDefault(x => x.Genre == (int)genre && x.Detail == detail && x.Particular == particular && x.Level == level);
|
||||||
|
if (skinData == null) return null;
|
||||||
|
|
||||||
|
var templateId = GameResourceTemplateId.FromGdpl((uint)genre, detail, particular, level);
|
||||||
|
if (InventoryData.Items.Values.Any(x => x.TemplateId == templateId)) return null;
|
||||||
|
var skinInfo = new BaseGameItemInfo
|
||||||
|
{
|
||||||
|
TemplateId = templateId,
|
||||||
|
UniqueId = InventoryData.NextUniqueUid++,
|
||||||
|
ItemType = ItemTypeEnum.TYPE_WEAPON_SKIN,
|
||||||
|
ItemCount = 1
|
||||||
|
};
|
||||||
|
InventoryData.Items[skinInfo.UniqueId] = skinInfo;
|
||||||
|
|
||||||
|
if (sendPacket) await Player.SendPacket(new PacketNtfCallScript([skinInfo]));
|
||||||
|
|
||||||
|
return skinInfo;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -66,10 +66,6 @@ public class PlayerInstance(PlayerGameData data)
|
|||||||
{
|
{
|
||||||
await CharacterManager.AddCharacter((ItemTypeEnum)card.Genre, card.Detail, card.Particular, card.Level, sendPacket:false);
|
await CharacterManager.AddCharacter((ItemTypeEnum)card.Genre, card.Detail, card.Particular, card.Level, sendPacket:false);
|
||||||
}
|
}
|
||||||
foreach (var sc in GameData.SupportCardData)
|
|
||||||
{
|
|
||||||
await InventoryManager.AddSupportCardItem(sc.Detail, sc.Particular, sc.Level, sendPacket: false);
|
|
||||||
}
|
|
||||||
foreach (var supplies in GameData.AllSuppliesData)
|
foreach (var supplies in GameData.AllSuppliesData)
|
||||||
{
|
{
|
||||||
await InventoryManager.AddSuppliesItem(supplies, 90000, false);
|
await InventoryManager.AddSuppliesItem(supplies, 90000, false);
|
||||||
@@ -83,34 +79,6 @@ public class PlayerInstance(PlayerGameData data)
|
|||||||
|
|
||||||
await LineupManager.UpdateLineup(1, selected[0], selected[1], selected[2],false);
|
await LineupManager.UpdateLineup(1, selected[0], selected[1], selected[2],false);
|
||||||
|
|
||||||
var bootstrapAttrs = BuildLobbyBootstrapAttrs();
|
|
||||||
var existingAttrs = Data.Attrs
|
|
||||||
.ToDictionary(x => (x.Gid, x.Sid));
|
|
||||||
var seenAttrs = new HashSet<(uint Gid, uint Sid)>();
|
|
||||||
|
|
||||||
foreach (var (gid, sid, value) in bootstrapAttrs)
|
|
||||||
{
|
|
||||||
if (!seenAttrs.Add((gid, sid)))
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if (existingAttrs.TryGetValue((gid, sid), out var attr))
|
|
||||||
{
|
|
||||||
if (attr.Val < value)
|
|
||||||
attr.Val = value;
|
|
||||||
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
var newAttr = new PlayerAttr
|
|
||||||
{
|
|
||||||
Gid = gid,
|
|
||||||
Sid = sid,
|
|
||||||
Val = value
|
|
||||||
};
|
|
||||||
|
|
||||||
Data.Attrs.Add(newAttr);
|
|
||||||
existingAttrs[(gid, sid)] = newAttr;
|
|
||||||
}
|
|
||||||
});
|
});
|
||||||
t.Wait();
|
t.Wait();
|
||||||
|
|
||||||
@@ -230,6 +198,7 @@ public class PlayerInstance(PlayerGameData data)
|
|||||||
|
|
||||||
public Proto.Player ToPlayerProto()
|
public Proto.Player ToPlayerProto()
|
||||||
{
|
{
|
||||||
|
BuildPlayerAttr();
|
||||||
var displayName = PlayerGameData.NormalizeDisplayName(Data.Name);
|
var displayName = PlayerGameData.NormalizeDisplayName(Data.Name);
|
||||||
var proto = new Proto.Player
|
var proto = new Proto.Player
|
||||||
{
|
{
|
||||||
@@ -297,6 +266,38 @@ public class PlayerInstance(PlayerGameData data)
|
|||||||
return (gid << 16) | sid;
|
return (gid << 16) | sid;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void BuildPlayerAttr()
|
||||||
|
{
|
||||||
|
var bootstrapAttrs = BuildLobbyBootstrapAttrs();
|
||||||
|
var existingAttrs = Data.Attrs
|
||||||
|
.ToDictionary(x => (x.Gid, x.Sid));
|
||||||
|
var seenAttrs = new HashSet<(uint Gid, uint Sid)>();
|
||||||
|
|
||||||
|
foreach (var (gid, sid, value) in bootstrapAttrs)
|
||||||
|
{
|
||||||
|
if (!seenAttrs.Add((gid, sid)))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if (existingAttrs.TryGetValue((gid, sid), out var attr))
|
||||||
|
{
|
||||||
|
if (attr.Val < value)
|
||||||
|
attr.Val = value;
|
||||||
|
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
var newAttr = new PlayerAttr
|
||||||
|
{
|
||||||
|
Gid = gid,
|
||||||
|
Sid = sid,
|
||||||
|
Val = value
|
||||||
|
};
|
||||||
|
|
||||||
|
Data.Attrs.Add(newAttr);
|
||||||
|
existingAttrs[(gid, sid)] = newAttr;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private static IEnumerable<(uint Gid, uint Sid, uint Value)> BuildLobbyBootstrapAttrs()
|
private static IEnumerable<(uint Gid, uint Sid, uint Value)> BuildLobbyBootstrapAttrs()
|
||||||
{
|
{
|
||||||
// GuideLogic uses group 4. Value 999 is safely above every configured step count,
|
// GuideLogic uses group 4. Value 999 is safely above every configured step count,
|
||||||
@@ -341,6 +342,12 @@ public class PlayerInstance(PlayerGameData data)
|
|||||||
yield return (22, levelId, 1_700_000_000);
|
yield return (22, levelId, 1_700_000_000);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
foreach (var levelId in GameData.DailyLevelData.Keys)
|
||||||
|
{
|
||||||
|
yield return (21, levelId, 7);
|
||||||
|
yield return (22, levelId, 1_700_000_000);
|
||||||
|
}
|
||||||
|
|
||||||
// Main Scene 0 mean default scene
|
// Main Scene 0 mean default scene
|
||||||
yield return (132, 1, 0);
|
yield return (132, 1, 0);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,26 @@
|
|||||||
|
using System.Text.Json;
|
||||||
|
|
||||||
|
namespace MikuSB.GameServer.Server.CallGS.Handlers.Daily;
|
||||||
|
|
||||||
|
[CallGSApi("Daily_SetSelectSuit")]
|
||||||
|
public class Daily_SetSelectSuit : ICallGSHandler
|
||||||
|
{
|
||||||
|
|
||||||
|
public async Task Handle(Connection connection, string param, ushort seqNo)
|
||||||
|
{
|
||||||
|
var req = JsonSerializer.Deserialize<GirlWeaponSkinParam>(param);
|
||||||
|
if (req == null)
|
||||||
|
{
|
||||||
|
await CallGSRouter.SendScript(connection, "GirlWeaponSkin_Change", "{}");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
var rsp = $"{{\"SuitId\":{req.Suit}}}";
|
||||||
|
await CallGSRouter.SendScript(connection, "Daily_SetSelectSuit", rsp);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal sealed class GirlWeaponSkinParam
|
||||||
|
{
|
||||||
|
public uint Type { get; set; }
|
||||||
|
public uint Suit { get; set; }
|
||||||
|
}
|
||||||
@@ -0,0 +1,47 @@
|
|||||||
|
using MikuSB.Proto;
|
||||||
|
using System.Text.Json;
|
||||||
|
using System.Text.Json.Nodes;
|
||||||
|
using System.Text.Json.Serialization;
|
||||||
|
|
||||||
|
namespace MikuSB.GameServer.Server.CallGS.Handlers.Girl;
|
||||||
|
|
||||||
|
[CallGSApi("GirlWeaponSkin_Change")]
|
||||||
|
public class GirlWeaponSkin_Change : ICallGSHandler
|
||||||
|
{
|
||||||
|
public async Task Handle(Connection connection, string param, ushort seqNo)
|
||||||
|
{
|
||||||
|
var req = JsonSerializer.Deserialize<GirlWeaponSkinParam>(param);
|
||||||
|
if (req == null)
|
||||||
|
{
|
||||||
|
await CallGSRouter.SendScript(connection, "GirlWeaponSkin_Change", "{}");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var player = connection.Player!;
|
||||||
|
var cardData = player.CharacterManager.GetCharacterByGUID(req.CardId);
|
||||||
|
if (cardData == null) return;
|
||||||
|
var skinData = player.InventoryManager.GetNormalItem(req.SkinId);
|
||||||
|
if (skinData == null)
|
||||||
|
{
|
||||||
|
await CallGSRouter.SendScript(connection, "GirlWeaponSkin_Change", "{\"err\":\"error.BadParam\"}");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
cardData.WeaponSkinId = req.SkinId;
|
||||||
|
var sync = new NtfSyncPlayer
|
||||||
|
{
|
||||||
|
Items = { cardData.ToProto() }
|
||||||
|
};
|
||||||
|
|
||||||
|
await CallGSRouter.SendScript(connection, "GirlWeaponSkin_Change", "{}", sync);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal sealed class GirlWeaponSkinParam
|
||||||
|
{
|
||||||
|
[JsonPropertyName("nCardId")]
|
||||||
|
public uint CardId { get; set; }
|
||||||
|
|
||||||
|
[JsonPropertyName("nSkinId")]
|
||||||
|
public uint SkinId { get; set; }
|
||||||
|
}
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
using MikuSB.Database.Character;
|
using MikuSB.Database.Character;
|
||||||
using MikuSB.Database.Inventory;
|
using MikuSB.Database.Inventory;
|
||||||
using MikuSB.GameServer.Game.Inventory;
|
using MikuSB.GameServer.Game.Player;
|
||||||
using MikuSB.Proto;
|
using MikuSB.Proto;
|
||||||
using MikuSB.TcpSharp;
|
using MikuSB.TcpSharp;
|
||||||
|
|
||||||
@@ -53,6 +53,21 @@ public class PacketNtfCallScript : BasePacket
|
|||||||
SetData(proto);
|
SetData(proto);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public PacketNtfCallScript(List<GameSupportCardInfo> cards) : base(CmdIds.NtfScript)
|
||||||
|
{
|
||||||
|
var proto = new NtfCallScript
|
||||||
|
{
|
||||||
|
Api = "",
|
||||||
|
Arg = "{}",
|
||||||
|
ExtraSync = new NtfSyncPlayer
|
||||||
|
{
|
||||||
|
Items = { cards.Select(x => x.ToProto()) }
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
SetData(proto);
|
||||||
|
}
|
||||||
|
|
||||||
public PacketNtfCallScript(InventoryData inventory) : base(CmdIds.NtfScript)
|
public PacketNtfCallScript(InventoryData inventory) : base(CmdIds.NtfScript)
|
||||||
{
|
{
|
||||||
var proto = new NtfCallScript
|
var proto = new NtfCallScript
|
||||||
@@ -65,7 +80,37 @@ public class PacketNtfCallScript : BasePacket
|
|||||||
foreach (var item in inventory.Items.Values) extraSync.Items.Add(item.ToProto());
|
foreach (var item in inventory.Items.Values) extraSync.Items.Add(item.ToProto());
|
||||||
foreach (var skin in inventory.Skins.Values) extraSync.Items.Add(skin.ToProto());
|
foreach (var skin in inventory.Skins.Values) extraSync.Items.Add(skin.ToProto());
|
||||||
foreach (var weapon in inventory.Weapons.Values) extraSync.Items.Add(weapon.ToProto());
|
foreach (var weapon in inventory.Weapons.Values) extraSync.Items.Add(weapon.ToProto());
|
||||||
|
foreach (var supportCard in inventory.SupportCards.Values) extraSync.Items.Add(supportCard.ToProto());
|
||||||
proto.ExtraSync = extraSync;
|
proto.ExtraSync = extraSync;
|
||||||
SetData(proto);
|
SetData(proto);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public PacketNtfCallScript(PlayerInstance Player) : base(CmdIds.NtfScript)
|
||||||
|
{
|
||||||
|
Player.BuildPlayerAttr();
|
||||||
|
var proto = new NtfCallScript
|
||||||
|
{
|
||||||
|
Api = "",
|
||||||
|
Arg = "{}"
|
||||||
|
};
|
||||||
|
var sync = new NtfSyncPlayer();
|
||||||
|
foreach (var x in Player.Data.Attrs)
|
||||||
|
{
|
||||||
|
uint gid = x.Gid;
|
||||||
|
uint sid = x.Sid;
|
||||||
|
uint val = x.Val;
|
||||||
|
|
||||||
|
if (gid == 0)
|
||||||
|
{
|
||||||
|
sync.Custom[sid] = val;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
sync.Custom[Player.ToPackedAttrKey(gid, sid)] = val;
|
||||||
|
sync.Custom[Player.ToShiftedAttrKey(gid, sid)] = val;
|
||||||
|
}
|
||||||
|
proto.ExtraSync = sync;
|
||||||
|
|
||||||
|
SetData(proto);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -32,7 +32,7 @@
|
|||||||
|
|
||||||
## Requirements
|
## Requirements
|
||||||
|
|
||||||
- [.NET SDK 9.0](https://dotnet.microsoft.com/ja-jp/download/dotnet/9.0)
|
- [.NET SDK 9.0](https://dotnet.microsoft.com/en-us/download/dotnet/9.0)
|
||||||
|
|
||||||
## Running
|
## Running
|
||||||
|
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
v=1.1
|
v=1.2
|
||||||
Reference in New Issue
Block a user