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2 Commits
| Author | SHA1 | Date | |
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6740b8ecf7 | ||
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233419eba3 |
21
Common/Data/Excel/DormGiftExcel.cs
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21
Common/Data/Excel/DormGiftExcel.cs
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@@ -0,0 +1,21 @@
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namespace MikuSB.Data.Excel;
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[ResourceEntity("item/templates/dorm_gift.json")]
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public class DormGiftExcel : 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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public string I18n { get; set; } = "";
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public override uint GetId()
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{
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return (Genre << 24) | (Detail << 16) | (Particular << 8) | Level;
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}
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public override void Loaded()
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{
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GameData.DormGiftData.Add(GetId(), this);
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}
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}
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@@ -30,6 +30,7 @@ public static class GameData
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public static Dictionary<uint, CallItemExcel> CallItemData { 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, DormGiftExcel> DormGiftData { get; private set; } = [];
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}
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public static class GameResourceTemplateId
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@@ -35,7 +35,8 @@ public class ServerTextCHS
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/// </summary>
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public class WordTextCHS
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{
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public string Skin => "Skin";
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public string Furniture => "家具";
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public string Skin => "皮肤";
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public string WeaponPart => "武器部件";
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public string CallItem => "召唤道具";
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public string SkinPart => "皮肤部件";
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@@ -35,6 +35,7 @@ public class ServerTextCHT
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/// </summary>
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public class WordTextCHT
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{
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public string Furniture => "傢俱";
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public string Skin => "皮膚";
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public string WeaponPart => "武器部件";
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public string CallItem => "召喚道具";
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@@ -35,6 +35,7 @@ public class ServerTextEN
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/// </summary>
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public class WordTextEN
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{
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public string Furniture => "Furniture";
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public string Skin => "Skin";
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public string WeaponPart => "Weapon Part";
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public string CallItem => "Call Item";
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@@ -294,4 +294,40 @@ public class CommandGiveAll : ICommands
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await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.GiveAllItems",
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I18NManager.Translate("Word.Skin"), skinItems.Count.ToString()));
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}
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[CommandMethod("furniture")]
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public async ValueTask GiveAllHouseFurniture(CommandArg arg)
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{
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if (!await arg.CheckOnlineTarget()) return;
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if (await arg.GetOption('p') is not int particular) return;
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if (await arg.GetOption('l') is not int level) return;
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if (await arg.GetOption('g') is not int genre) return;
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var detail = arg.GetInt(0);
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var player = arg.Target!.Player!;
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List<BaseGameItemInfo> furnitureItems = [];
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if (detail == -1)
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{
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// add all
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foreach (var config in GameData.DormGiftData.Values)
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{
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var furniture = await player.InventoryManager!
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.AddHouseFurnitureItem((ItemTypeEnum)config.Genre, config.Detail, config.Particular, config.Level, false);
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if (furniture != null) furnitureItems.Add(furniture);
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}
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}
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else
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{
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var furniture = await player.InventoryManager!.AddHouseFurnitureItem((ItemTypeEnum)genre, (uint)detail, (uint)particular, (uint)level, false);
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if (furniture == null)
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{
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await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.NotFound", I18NManager.Translate("Word.Furniture")));
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return;
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}
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furnitureItems.Add(furniture);
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}
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if (furnitureItems.Count > 0) await player.SendPacket(new PacketNtfCallScript(furnitureItems));
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await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.GiveAllItems",
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I18NManager.Translate("Word.Furniture"), furnitureItems.Count.ToString()));
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}
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}
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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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@@ -53,6 +53,7 @@ public class HandlerReqLogin : Handler
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await connection.Player.OnEnterGame();
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connection.Player.Connection = connection;
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await connection.SendPacket(new PacketRspLogin(connection.Player!));
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await connection.SendPacket(new PacketNtfCallScript(connection.Player!));
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await SendDebugLoginState(connection);
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await connection.Player.OnHeartBeat();
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@@ -102,7 +102,7 @@ public class PacketNtfCallScript : BasePacket
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public PacketNtfCallScript(PlayerInstance Player) : base(CmdIds.NtfScript)
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{
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Player.BuildPlayerAttr();
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Player.BuildPlayerAttr(true);
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var proto = new NtfCallScript
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{
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Api = "",
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@@ -1 +1 @@
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v=2.2
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v=2.3
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