Files
DanhengServer-OpenSource/GameServer/Game/Scene/SceneEntityLoader.cs
2025-08-23 20:32:54 +08:00

333 lines
13 KiB
C#

using EggLink.DanhengServer.Data;
using EggLink.DanhengServer.Data.Config.Scene;
using EggLink.DanhengServer.Enums;
using EggLink.DanhengServer.Enums.Mission;
using EggLink.DanhengServer.Enums.Scene;
using EggLink.DanhengServer.GameServer.Game.Scene.Entity;
using EggLink.DanhengServer.GameServer.Server.Packet.Send.Scene;
namespace EggLink.DanhengServer.GameServer.Game.Scene;
public class SceneEntityLoader(SceneInstance scene)
{
public SceneInstance Scene { get; set; } = scene;
public List<int> LoadGroups { get; set; } = [];
public virtual async ValueTask LoadEntity()
{
if (Scene.IsLoaded) return;
var dimInfo = Scene.FloorInfo?.DimensionList.Find(x => x.ID == 0);
if (dimInfo == null) return;
LoadGroups.AddRange(dimInfo.GroupIDList);
foreach (var group in from @group in Scene.FloorInfo?.Groups.Values!
where @group.LoadSide != GroupLoadSideEnum.Client
where !@group.GroupName.Contains("DeployPuzzle_Repeat_Area")
where !@group.GroupName.Contains("TrainVisitor")
where !@group.GroupName.Contains("TrainVisiter")
select @group) await LoadGroup(group);
Scene.IsLoaded = true;
}
public virtual async ValueTask SyncEntity()
{
var refreshed = false;
var oldGroupId = new List<int>();
foreach (var entity in Scene.Entities.Values.Where(entity => !oldGroupId.Contains(entity.GroupId)))
oldGroupId.Add(entity.GroupId);
var removeList = new List<BaseGameEntity>();
var addList = new List<BaseGameEntity>();
foreach (var group in Scene.FloorInfo!.Groups.Values
.Where(group => group.LoadSide != GroupLoadSideEnum.Client)
.Where(group => !group.GroupName.Contains("TrainVisitor"))
.Where(group => !group.GroupName.Contains("DeployPuzzle_Repeat_Area"))
.Where(group => !group.GroupName.Contains("TrainVisiter")))
if (oldGroupId.Contains(group.Id)) // check if it should be unloaded
{
if (group.ForceUnloadCondition.IsTrue(Scene.Player.MissionManager!.Data,
false) || // condition: Force Unload Condition
group.UnloadCondition.IsTrue(Scene.Player.MissionManager!.Data,
false)) // condition: Unload Condition anyone of the conditions is true then unload
{
foreach (var entity in Scene.Entities.Values.Where(entity => entity.GroupId == group.Id))
{
await Scene.RemoveEntity(entity, false);
removeList.Add(entity);
refreshed = true;
}
Scene.Groups.Remove(group.Id);
}
else if (group.OwnerMainMissionID != 0 &&
Scene.Player.MissionManager!.GetMainMissionStatus(group.OwnerMainMissionID) !=
MissionPhaseEnum.Accept) // condition: Owner Main Mission ID
{
foreach (var entity in Scene.Entities.Values.Where(entity => entity.GroupId == group.Id))
{
await Scene.RemoveEntity(entity, false);
removeList.Add(entity);
refreshed = true;
}
Scene.Groups.Remove(group.Id);
}
else if (!group.SavedValueCondition.IsTrue(
Scene.Player.SceneData!
.GetFloorSavedValues(Scene.FloorId))) // condition: Saved Value Condition
{
foreach (var entity in Scene.Entities.Values.Where(entity => entity.GroupId == group.Id))
{
await Scene.RemoveEntity(entity, false);
removeList.Add(entity);
refreshed = true;
}
Scene.Groups.Remove(group.Id);
}
else if (group.RelatedBattleId.Count > 0 && !Scene.Player.MissionManager!.GetRunningSubMissionList()
.Any(x =>
x.FinishType == MissionFinishTypeEnum.StageWin &&
group.RelatedBattleId.Contains(x.ParamInt1)))
{
foreach (var entity in Scene.Entities.Values.Where(entity => entity.GroupId == group.Id))
{
await Scene.RemoveEntity(entity, false);
removeList.Add(entity);
refreshed = true;
}
Scene.Groups.Remove(group.Id);
}
}
else // check if it should be loaded
{
var groupList = await LoadGroup(group);
refreshed = groupList != null || refreshed;
addList.AddRange(groupList ?? []);
}
if (refreshed && (addList.Count > 0 || removeList.Count > 0))
await Scene.Player.SendPacket(new PacketSceneGroupRefreshScNotify(Scene.Player, addList, removeList));
}
public virtual async ValueTask<List<BaseGameEntity>?> LoadGroup(GroupInfo info, bool forceLoad = false)
{
if (!LoadGroups.Contains(info.Id)) return null; // check if group should be loaded in this dimension
var missionData = Scene.Player.MissionManager!.Data; // get mission data
if (info.LoadSide == GroupLoadSideEnum.Client) return null; // check if group should be loaded on client side
if (info.GroupName.Contains("TrainVisitor")) return null; // certain group name
if (info.GroupName.Contains("DeployPuzzle_Repeat_Area")) return null;
if (info.GroupName.Contains("TrainVisiter")) return null;
if (info.SystemUnlockCondition != null) // condition: System Unlock Condition
{
var result = info.SystemUnlockCondition.Operation != OperationEnum.Or; // operation
foreach (var conditionId in info.SystemUnlockCondition.Conditions)
{
GameData.GroupSystemUnlockDataData.TryGetValue(conditionId, out var unlockExcel);
if (unlockExcel == null) continue;
var part = Scene.Player.QuestManager?.UnlockHandler.GetUnlockStatus(unlockExcel.UnlockID) ??
false; // check if unlock condition is met
if (info.SystemUnlockCondition.Operation == OperationEnum.Or && part)
{
result = true;
break;
}
if (info.SystemUnlockCondition.Operation == OperationEnum.And && !part)
{
result = false;
break;
}
if (info.SystemUnlockCondition.Operation != OperationEnum.Not || !part) continue;
result = false;
break;
}
if (!result) return null;
}
if (!(info.OwnerMainMissionID == 0 || // condition: Owner Main Mission ID
Scene.Player.MissionManager!.GetMainMissionStatus(info.OwnerMainMissionID) ==
MissionPhaseEnum.Accept)) return null; // check if main mission is accepted
if ((!info.LoadCondition.IsTrue(missionData) ||
info.UnloadCondition.IsTrue(missionData,
false) || // condition: Load Condition, Unload Condition, Force Unload Condition
info.ForceUnloadCondition.IsTrue(missionData, false)) &&
!forceLoad) return null; // check if group should be loaded forcefully
if (!info.SavedValueCondition.IsTrue(
Scene.Player.SceneData!.FloorSavedData.GetValueOrDefault(Scene.FloorId, [])) &&
!forceLoad) // condition: Saved Value Condition
return null;
if (Scene.Entities.Values.ToList().FindIndex(x => x.GroupId == info.Id) !=
-1) // check if group is already loaded
return null;
if (info.RelatedBattleId.Count > 0 && !Scene.Player.MissionManager!.GetRunningSubMissionList().Any(x =>
x.FinishType == MissionFinishTypeEnum.StageWin && info.RelatedBattleId.Contains(x.ParamInt1)))
return null; // mission not activated
// TODO atmosphere conditions
// load
Scene.Groups.Add(info.Id); // add group to loaded groups
var entityList = new List<BaseGameEntity>();
foreach (var npc in info.NPCList)
try
{
if (await LoadNpc(npc, info) is { } entity) entityList.Add(entity);
}
catch
{
// ignored
}
foreach (var monster in info.MonsterList)
try
{
if (await LoadMonster(monster, info) is { } entity) entityList.Add(entity);
}
catch
{
// ignored
}
foreach (var prop in info.PropList)
try
{
if (await LoadProp(prop, info) is { } entity) entityList.Add(entity);
}
catch
{
// ignored
}
return entityList;
}
public virtual async ValueTask<List<BaseGameEntity>?> LoadGroup(int groupId, bool sendPacket = true)
{
var group = Scene.FloorInfo?.Groups.TryGetValue(groupId, out var v1) == true ? v1 : null;
if (group == null) return null;
var entities = await LoadGroup(group, true);
if (sendPacket && entities is { Count: > 0 })
await Scene.Player.SendPacket(new PacketSceneGroupRefreshScNotify(Scene.Player, entities));
return entities;
}
public virtual async ValueTask UnloadGroup(int groupId)
{
var group = Scene.FloorInfo?.Groups.TryGetValue(groupId, out var v1) == true ? v1 : null;
if (group == null) return;
var removeList = new List<BaseGameEntity>();
var refreshed = false;
foreach (var entity in Scene.Entities.Values)
if (entity.GroupId == group.Id)
{
await Scene.RemoveEntity(entity, false);
removeList.Add(entity);
refreshed = true;
}
Scene.Groups.Remove(group.Id);
if (refreshed)
await Scene.Player.SendPacket(new PacketSceneGroupRefreshScNotify(Scene.Player, removeEntity: removeList));
}
public virtual async ValueTask<EntityNpc?> LoadNpc(NpcInfo info, GroupInfo group, bool sendPacket = false)
{
if (info.IsClientOnly || info.IsDelete) return null;
if (!GameData.NpcDataData.ContainsKey(info.NPCID)) return null;
EntityNpc npc = new(Scene, group, info);
await Scene.AddEntity(npc, sendPacket);
return npc;
}
public virtual async ValueTask<EntityMonster?> LoadMonster(MonsterInfo info, GroupInfo group,
bool sendPacket = false)
{
if (info.IsClientOnly || info.IsDelete) return null;
GameData.NpcMonsterDataData.TryGetValue(info.NPCMonsterID, out var excel);
if (excel == null) return null;
EntityMonster entity = new(Scene, info.ToPositionProto(), info.ToRotationProto(), group.Id, info.ID, excel,
info);
await Scene.AddEntity(entity, sendPacket);
return entity;
}
public virtual async ValueTask<EntityProp?> LoadProp(PropInfo info, GroupInfo group, bool sendPacket = false)
{
if (info.IsClientOnly || info.IsDelete || !info.LoadOnInitial) return null;
GameData.MazePropData.TryGetValue(info.PropID, out var excel);
if (excel == null) return null;
var prop = new EntityProp(Scene, excel, group, info);
if (excel.PropType == PropTypeEnum.PROP_SPRING)
{
Scene.HealingSprings.Add(prop);
await prop.SetState(PropStateEnum.CheckPointEnable);
}
// load from database
var propData = Scene.Player.GetScenePropData(Scene.FloorId, group.Id, info.ID);
if (propData != null && Scene.Excel.PlaneType != PlaneTypeEnum.Raid) // raid is not saved
{
prop.State = propData.State;
}
else
{
if (Scene.Excel.PlaneType == PlaneTypeEnum.Raid)
prop.State = info.State;
else
// elevator
prop.State = prop.Excel.PropType == PropTypeEnum.PROP_ELEVATOR ? PropStateEnum.Elevator1 : info.State;
}
var timelineData = Scene.Player.GetScenePropTimelineData(Scene.FloorId, group.Id, info.ID);
prop.PropTimelineData = timelineData;
if (group.GroupName.Contains("Machine"))
{
await prop.SetState(PropStateEnum.Open);
await Scene.AddEntity(prop, sendPacket);
return prop;
}
if (prop.PropInfo.Name.Contains("Case") && prop.PropInfo.State == PropStateEnum.Open)
await prop.SetState(PropStateEnum.Closed);
if (prop.PropInfo.PropID == 1003)
{
if (prop.PropInfo.MappingInfoID != 2220) return prop;
await prop.SetState(PropStateEnum.Open);
}
if (prop.PropInfo.PropID is 104006 or 104005) await prop.SetState(PropStateEnum.Open);
await Scene.AddEntity(prop, sendPacket);
return prop;
}
}