Files
DanhengServer-OpenSource/GameServer/Game/Challenge/Instances/ChallengeMemoryInstance.cs
2025-12-07 12:27:46 +08:00

227 lines
7.9 KiB
C#

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<int, List<ChallengeConfigExcel.ChallengeMonsterInfo>> 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)
{
base.OnBattleStart(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<EntityMonster>().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));
await Player.SceneInstance!.SyncLineup();
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
}