feat: lighten map sections
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@@ -76,11 +76,7 @@ pub async fn on_get_scene_map_info_cs_req(
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..Default::default()
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};
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for i in 0..100 {
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map_info.lighten_section_list.push(i)
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}
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let group_config = GAME_RES
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let floor_configs = GAME_RES
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.map_default_entrance_map
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.get(floor_id)
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.and_then(|v| {
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@@ -90,8 +86,8 @@ pub async fn on_get_scene_map_info_cs_req(
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.and_then(|v| v.iter().next())
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});
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if let Some((_, group_config)) = group_config {
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for (group_id, group) in group_config.scenes.iter() {
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if let Some((_, floor_config)) = floor_configs {
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for (group_id, group) in floor_config.scenes.iter() {
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map_info.maze_group_list.push(MazeGroup {
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group_id: *group_id,
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..Default::default()
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@@ -109,6 +105,15 @@ pub async fn on_get_scene_map_info_cs_req(
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});
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}
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}
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map_info.lighten_section_list = floor_config.sections.clone();
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map_info.floor_saved_data = floor_config.saved_values.clone();
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// TODO!
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map_info.jmldmocnmhm = vec![Npaogkfkaae {
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fljindnjphl: 2,
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fokcifjmjgl: 2,
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slot: 2,
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}]
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}
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res.map_list.push(map_info)
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@@ -235,6 +240,32 @@ async fn load_scene(
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} else {
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scene.world_id
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},
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lighten_section_list: scene.sections.clone(),
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chest_id_list: scene
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.scenes
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.values()
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.flat_map(|v| v.chests.clone())
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.collect::<Vec<_>>(),
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scene_mission_info: Some(MissionStatusBySceneInfo {
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finished_mission_id_list: scene
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.scenes
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.values()
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.flat_map(|s| s.finished_main_missions.clone())
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.collect::<Vec<_>>(),
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sub_mission_status_list: scene
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.scenes
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.values()
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.flat_map(|s| {
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s.finished_sub_missions.iter().map(|sm| Mission {
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id: *sm,
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status: MissionStatus::MissionFinish.into(),
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progress: 0,
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})
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})
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.collect::<Vec<_>>(),
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..Default::default()
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}),
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floor_saved_data: scene.saved_values.clone(),
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..Default::default()
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};
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