using EggLink.DanhengServer.Data; using EggLink.DanhengServer.Data.Excel; using EggLink.DanhengServer.Database.Friend; using EggLink.DanhengServer.Enums.Mission; using EggLink.DanhengServer.GameServer.Game.Battle; using EggLink.DanhengServer.GameServer.Game.Challenge.Definitions; using EggLink.DanhengServer.GameServer.Game.Player; using EggLink.DanhengServer.GameServer.Game.Scene.Entity; using EggLink.DanhengServer.GameServer.Server.Packet.Send.Challenge; using EggLink.DanhengServer.GameServer.Server.Packet.Send.Lineup; using EggLink.DanhengServer.Proto; using EggLink.DanhengServer.Proto.ServerSide; using EggLink.DanhengServer.Util; namespace EggLink.DanhengServer.GameServer.Game.Challenge.Instances; public class ChallengeMemoryInstance(PlayerInstance player, ChallengeDataPb data) : BaseLegacyChallengeInstance(player, data) { #region Properties public override ChallengeConfigExcel Config { get; } = GameData.ChallengeConfigData[(int)data.Memory.ChallengeMazeId]; #endregion #region Serialization public override CurChallenge ToProto() { return new CurChallenge { ChallengeId = Data.Memory.ChallengeMazeId, DeadAvatarNum = Data.Memory.DeadAvatarNum, ExtraLineupType = (ExtraLineupType)Data.Memory.CurrentExtraLineup, Status = (ChallengeStatus)Data.Memory.CurStatus, StageInfo = new ChallengeCurBuffInfo(), RoundCount = (uint)(Config.ChallengeCountDown - Data.Memory.RoundsLeft) }; } #endregion #region Getter & Setter public void SetCurrentExtraLineup(ExtraLineupType type) { Data.Memory.CurrentExtraLineup = (ChallengeLineupTypePb)type; } public override Dictionary> GetStageMonsters() { return Data.Memory.CurrentStage == 1 ? Config.ChallengeMonsters1 : Config.ChallengeMonsters2; } public override uint GetStars() { return Data.Memory.Stars; } public override int GetCurrentExtraLineupType() { return (int)Data.Memory.CurrentExtraLineup; } public override void SetStartPos(Position pos) { Data.Memory.StartPos = pos.ToVector3Pb(); } public override void SetStartRot(Position rot) { Data.Memory.StartRot = rot.ToVector3Pb(); } public override void SetSavedMp(int mp) { Data.Memory.SavedMp = (uint)mp; } #endregion #region Handlers public override void OnBattleStart(BattleInstance battle) { battle.RoundLimit = (int)Data.Memory.RoundsLeft; battle.Buffs.Add(new MazeBuff(Config.MazeBuffID, 1, -1) { WaveFlag = -1 }); } public override async ValueTask OnBattleEnd(BattleInstance battle, PVEBattleResultCsReq req) { switch (req.EndStatus) { case BattleEndStatus.BattleEndWin: // Check if any avatar in the lineup has died foreach (var avatar in battle.Lineup.AvatarData!.FormalAvatars) if (avatar.CurrentHp <= 0) Data.Memory.DeadAvatarNum++; // Get monster count in stage long monsters = Player.SceneInstance!.Entities.Values.OfType().Count(); if (monsters == 0) await AdvanceStage(); // Calculate rounds left Data.Memory.RoundsLeft = Math.Min(Math.Max(Data.Memory.RoundsLeft - req.Stt.RoundCnt, 1), Data.Memory.RoundsLeft); // Set saved technique points (This will be restored if the player resets the challenge) Data.Memory.SavedMp = (uint)Player.LineupManager!.GetCurLineup()!.Mp; break; case BattleEndStatus.BattleEndQuit: // Reset technique points and move back to start position var lineup = Player.LineupManager!.GetCurLineup()!; lineup.Mp = (int)Data.Memory.SavedMp; await Player.MoveTo(Data.Memory.StartPos.ToPosition(), Data.Memory.StartRot.ToPosition()); await Player.SendPacket(new PacketSyncLineupNotify(lineup)); break; default: // Determine challenge result // Fail challenge Data.Memory.CurStatus = (int)ChallengeStatus.ChallengeFailed; // Send challenge result data await Player.SendPacket(new PacketChallengeSettleNotify(this)); break; } } public uint CalculateStars() { var targets = Config.ChallengeTargetID!; var stars = 0u; for (var i = 0; i < targets.Count; i++) { if (!GameData.ChallengeTargetData.ContainsKey(targets[i])) continue; var target = GameData.ChallengeTargetData[targets[i]]; switch (target.ChallengeTargetType) { case ChallengeTargetExcel.ChallengeType.ROUNDS_LEFT: if (Data.Memory.RoundsLeft >= target.ChallengeTargetParam1) stars += 1u << i; break; case ChallengeTargetExcel.ChallengeType.DEAD_AVATAR: if (Data.Memory.DeadAvatarNum == 0) stars += 1u << i; break; } } return Math.Min(stars, 7); } private async ValueTask AdvanceStage() { if (Data.Memory.CurrentStage >= Config.StageNum) { // Last stage Data.Memory.CurStatus = (int)ChallengeStatus.ChallengeFinish; Data.Memory.Stars = CalculateStars(); // Save history Player.ChallengeManager!.AddHistory((int)Data.Memory.ChallengeMazeId, (int)Data.Memory.Stars, 0); // Send challenge result data await Player.SendPacket(new PacketChallengeSettleNotify(this)); // Call MissionManager await Player.MissionManager!.HandleFinishType(MissionFinishTypeEnum.ChallengeFinish, this); // save Player.ChallengeManager.SaveBattleRecord(this); // add development Player.FriendRecordData!.AddAndRemoveOld(new FriendDevelopmentInfoPb { DevelopmentType = DevelopmentType.DevelopmentMemoryChallenge, Params = { { "ChallengeId", (uint)Config.ID } } }); } else { // Increment and reset stage Data.Memory.CurrentStage++; // Unload scene group for stage 1 await Player.SceneInstance!.EntityLoader!.UnloadGroup(Config.MazeGroupID1); // Load scene group for stage 2 await Player.SceneInstance!.EntityLoader!.LoadGroup(Config.MazeGroupID2); // Change player line up SetCurrentExtraLineup(ExtraLineupType.LineupChallenge2); await Player.LineupManager!.SetExtraLineup((ExtraLineupType)GetCurrentExtraLineupType()); await Player.SendPacket(new PacketChallengeLineupNotify((ExtraLineupType)Data.Memory.CurrentExtraLineup)); Data.Memory.SavedMp = (uint)Player.LineupManager.GetCurLineup()!.Mp; // Move player if (Config.MapEntranceID2 != 0 && Config.MapEntranceID2 != Config.MapEntranceID) { await Player.EnterScene(Config.MapEntranceID2, 0, true); Data.Memory.StartPos = Player.Data.Pos!.ToVector3Pb(); Data.Memory.StartRot = Player.Data.Rot!.ToVector3Pb(); await Player.SceneInstance!.EntityLoader!.UnloadGroup(Config.MazeGroupID1); await Player.SceneInstance!.EntityLoader!.LoadGroup(Config.MazeGroupID2); } else { await Player.MoveTo(Data.Memory.StartPos.ToPosition(), Data.Memory.StartRot.ToPosition()); } Player.ChallengeManager!.SaveInstance(this); } } #endregion }