mirror of
https://github.com/EggLinks/DanhengServer-OpenSource.git
synced 2026-01-02 20:26:03 +08:00
227 lines
7.9 KiB
C#
227 lines
7.9 KiB
C#
using EggLink.DanhengServer.Data;
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using EggLink.DanhengServer.Data.Excel;
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using EggLink.DanhengServer.Database.Friend;
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using EggLink.DanhengServer.Enums.Mission;
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using EggLink.DanhengServer.GameServer.Game.Battle;
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using EggLink.DanhengServer.GameServer.Game.Challenge.Definitions;
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using EggLink.DanhengServer.GameServer.Game.Player;
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using EggLink.DanhengServer.GameServer.Game.Scene.Entity;
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using EggLink.DanhengServer.GameServer.Server.Packet.Send.Challenge;
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using EggLink.DanhengServer.GameServer.Server.Packet.Send.Lineup;
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using EggLink.DanhengServer.Proto;
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using EggLink.DanhengServer.Proto.ServerSide;
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using EggLink.DanhengServer.Util;
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namespace EggLink.DanhengServer.GameServer.Game.Challenge.Instances;
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public class ChallengeMemoryInstance(PlayerInstance player, ChallengeDataPb data)
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: BaseLegacyChallengeInstance(player, data)
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{
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#region Properties
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public override ChallengeConfigExcel Config { get; } =
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GameData.ChallengeConfigData[(int)data.Memory.ChallengeMazeId];
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#endregion
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#region Serialization
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public override CurChallenge ToProto()
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{
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return new CurChallenge
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{
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ChallengeId = Data.Memory.ChallengeMazeId,
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DeadAvatarNum = Data.Memory.DeadAvatarNum,
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ExtraLineupType = (ExtraLineupType)Data.Memory.CurrentExtraLineup,
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Status = (ChallengeStatus)Data.Memory.CurStatus,
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StageInfo = new ChallengeCurBuffInfo(),
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RoundCount = (uint)(Config.ChallengeCountDown - Data.Memory.RoundsLeft)
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};
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}
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#endregion
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#region Getter & Setter
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public void SetCurrentExtraLineup(ExtraLineupType type)
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{
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Data.Memory.CurrentExtraLineup = (ChallengeLineupTypePb)type;
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}
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public override Dictionary<int, List<ChallengeConfigExcel.ChallengeMonsterInfo>> GetStageMonsters()
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{
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return Data.Memory.CurrentStage == 1 ? Config.ChallengeMonsters1 : Config.ChallengeMonsters2;
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}
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public override uint GetStars()
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{
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return Data.Memory.Stars;
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}
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public override int GetCurrentExtraLineupType()
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{
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return (int)Data.Memory.CurrentExtraLineup;
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}
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public override void SetStartPos(Position pos)
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{
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Data.Memory.StartPos = pos.ToVector3Pb();
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}
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public override void SetStartRot(Position rot)
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{
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Data.Memory.StartRot = rot.ToVector3Pb();
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}
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public override void SetSavedMp(int mp)
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{
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Data.Memory.SavedMp = (uint)mp;
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}
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#endregion
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#region Handlers
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public override void OnBattleStart(BattleInstance battle)
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{
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base.OnBattleStart(battle);
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battle.RoundLimit = (int)Data.Memory.RoundsLeft;
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battle.Buffs.Add(new MazeBuff(Config.MazeBuffID, 1, -1)
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{
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WaveFlag = -1
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});
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}
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public override async ValueTask OnBattleEnd(BattleInstance battle, PVEBattleResultCsReq req)
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{
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switch (req.EndStatus)
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{
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case BattleEndStatus.BattleEndWin:
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// Check if any avatar in the lineup has died
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foreach (var avatar in battle.Lineup.AvatarData!.FormalAvatars)
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if (avatar.CurrentHp <= 0)
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Data.Memory.DeadAvatarNum++;
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// Get monster count in stage
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long monsters = Player.SceneInstance!.Entities.Values.OfType<EntityMonster>().Count();
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if (monsters == 0) await AdvanceStage();
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// Calculate rounds left
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Data.Memory.RoundsLeft = Math.Min(Math.Max(Data.Memory.RoundsLeft - req.Stt.RoundCnt, 1),
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Data.Memory.RoundsLeft);
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// Set saved technique points (This will be restored if the player resets the challenge)
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Data.Memory.SavedMp = (uint)Player.LineupManager!.GetCurLineup()!.Mp;
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break;
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case BattleEndStatus.BattleEndQuit:
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// Reset technique points and move back to start position
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var lineup = Player.LineupManager!.GetCurLineup()!;
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lineup.Mp = (int)Data.Memory.SavedMp;
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await Player.MoveTo(Data.Memory.StartPos.ToPosition(), Data.Memory.StartRot.ToPosition());
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await Player.SendPacket(new PacketSyncLineupNotify(lineup));
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break;
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default:
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// Determine challenge result
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// Fail challenge
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Data.Memory.CurStatus = (int)ChallengeStatus.ChallengeFailed;
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// Send challenge result data
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await Player.SendPacket(new PacketChallengeSettleNotify(this));
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break;
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}
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}
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public uint CalculateStars()
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{
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var targets = Config.ChallengeTargetID!;
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var stars = 0u;
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for (var i = 0; i < targets.Count; i++)
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{
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if (!GameData.ChallengeTargetData.ContainsKey(targets[i])) continue;
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var target = GameData.ChallengeTargetData[targets[i]];
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switch (target.ChallengeTargetType)
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{
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case ChallengeTargetExcel.ChallengeType.ROUNDS_LEFT:
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if (Data.Memory.RoundsLeft >= target.ChallengeTargetParam1) stars += 1u << i;
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break;
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case ChallengeTargetExcel.ChallengeType.DEAD_AVATAR:
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if (Data.Memory.DeadAvatarNum == 0) stars += 1u << i;
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break;
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}
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}
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return Math.Min(stars, 7);
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}
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private async ValueTask AdvanceStage()
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{
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if (Data.Memory.CurrentStage >= Config.StageNum)
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{
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// Last stage
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Data.Memory.CurStatus = (int)ChallengeStatus.ChallengeFinish;
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Data.Memory.Stars = CalculateStars();
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// Save history
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Player.ChallengeManager!.AddHistory((int)Data.Memory.ChallengeMazeId, (int)Data.Memory.Stars, 0);
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// Send challenge result data
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await Player.SendPacket(new PacketChallengeSettleNotify(this));
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// Call MissionManager
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await Player.MissionManager!.HandleFinishType(MissionFinishTypeEnum.ChallengeFinish, this);
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// save
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Player.ChallengeManager.SaveBattleRecord(this);
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// add development
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Player.FriendRecordData!.AddAndRemoveOld(new FriendDevelopmentInfoPb
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{
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DevelopmentType = DevelopmentType.DevelopmentMemoryChallenge,
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Params = { { "ChallengeId", (uint)Config.ID } }
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});
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}
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else
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{
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// Increment and reset stage
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Data.Memory.CurrentStage++;
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// Unload scene group for stage 1
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await Player.SceneInstance!.EntityLoader!.UnloadGroup(Config.MazeGroupID1);
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// Load scene group for stage 2
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await Player.SceneInstance!.EntityLoader!.LoadGroup(Config.MazeGroupID2);
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// Change player line up
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SetCurrentExtraLineup(ExtraLineupType.LineupChallenge2);
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await Player.LineupManager!.SetExtraLineup((ExtraLineupType)GetCurrentExtraLineupType());
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await Player.SendPacket(new PacketChallengeLineupNotify((ExtraLineupType)Data.Memory.CurrentExtraLineup));
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await Player.SceneInstance!.SyncLineup();
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Data.Memory.SavedMp = (uint)Player.LineupManager.GetCurLineup()!.Mp;
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// Move player
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if (Config.MapEntranceID2 != 0 && Config.MapEntranceID2 != Config.MapEntranceID)
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{
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await Player.EnterScene(Config.MapEntranceID2, 0, true);
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Data.Memory.StartPos = Player.Data.Pos!.ToVector3Pb();
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Data.Memory.StartRot = Player.Data.Rot!.ToVector3Pb();
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await Player.SceneInstance!.EntityLoader!.UnloadGroup(Config.MazeGroupID1);
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await Player.SceneInstance!.EntityLoader!.LoadGroup(Config.MazeGroupID2);
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}
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else
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{
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await Player.MoveTo(Data.Memory.StartPos.ToPosition(), Data.Memory.StartRot.ToPosition());
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}
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Player.ChallengeManager!.SaveInstance(this);
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}
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}
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#endregion
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} |