Files
DanhengServer-OpenSource/GameServer/Game/Mission/MissionManager.cs
2024-04-04 22:07:29 +08:00

394 lines
15 KiB
C#

using EggLink.DanhengServer.Data;
using EggLink.DanhengServer.Database;
using EggLink.DanhengServer.Database.Inventory;
using EggLink.DanhengServer.Database.Mission;
using EggLink.DanhengServer.Enums;
using EggLink.DanhengServer.Game.Mission.FinishAction;
using EggLink.DanhengServer.Game.Mission.FinishType;
using EggLink.DanhengServer.Game.Player;
using EggLink.DanhengServer.Server.Packet.Send.Mission;
using EggLink.DanhengServer.Server.Packet.Send.Player;
using EggLink.DanhengServer.Server.Packet.Send.Scene;
using System.Reflection;
namespace EggLink.DanhengServer.Game.Mission
{
public class MissionManager : BasePlayerManager
{
#region Initializer & Properties
public MissionData Data;
public Dictionary<FinishActionTypeEnum, MissionFinishActionHandler> ActionHandlers = [];
public Dictionary<MissionFinishTypeEnum, MissionFinishTypeHandler> FinishTypeHandlers = [];
public MissionManager(PlayerInstance player) : base(player)
{
Data = DatabaseHelper.Instance!.GetInstanceOrCreateNew<MissionData>(player.Uid);
var types = Assembly.GetExecutingAssembly().GetTypes();
foreach (var type in types)
{
var attr = type.GetCustomAttribute<MissionFinishActionAttribute>();
if (attr != null)
{
var handler = (MissionFinishActionHandler)Activator.CreateInstance(type, null)!;
ActionHandlers.Add(attr.FinishAction, handler);
}
var attr2 = type.GetCustomAttribute<MissionFinishTypeAttribute>();
if (attr2 != null)
{
var handler = (MissionFinishTypeHandler)Activator.CreateInstance(type, null)!;
FinishTypeHandlers.Add(attr2.FinishType, handler);
}
}
}
#endregion
#region Mission Actions
public List<Proto.MissionSync?> AcceptMainMission(int missionId, bool sendPacket = true)
{
if (Data.MissionInfo.ContainsKey(missionId)) return [];
// Get entry sub mission
GameData.MainMissionData.TryGetValue(missionId, out var mission);
if (mission == null) return [];
Data.MissionInfo.Add(missionId, []);
Data.MainMissionInfo.Add(missionId, MissionPhaseEnum.Doing);
var list = new List<Proto.MissionSync?>();
mission.MissionInfo?.StartSubMissionList.ForEach(i => list.Add(AcceptSubMission(i, sendPacket)));
if (missionId == 4030001)
{
// skip not implemented
mission.MissionInfo?.StartSubMissionList.ForEach(FinishSubMission);
mission.MissionInfo?.FinishSubMissionList.ForEach(AcceptSubMission);
mission.MissionInfo?.FinishSubMissionList.ForEach(FinishSubMission);
}
return list;
}
public void AcceptSubMission(int missionId)
{
AcceptSubMission(missionId, true);
}
public Proto.MissionSync? AcceptSubMission(int missionId, bool sendPacket, bool doFinishTypeAction = true)
{
GameData.SubMissionData.TryGetValue(missionId, out var subMission);
if (subMission == null) return null;
var mainMissionId = subMission.MainMissionID;
if (!Data.MissionInfo.TryGetValue(mainMissionId, out Dictionary<int, MissionInfo>? value)) return null;
if (value == null || value.ContainsKey(missionId)) return null;
// Get entry sub mission
GameData.SubMissionData.TryGetValue(missionId, out var mission);
if (mission == null) return null;
value.Add(missionId, new MissionInfo()
{
Status = MissionPhaseEnum.Doing,
MissionId = missionId,
});
var sync = new Proto.MissionSync();
sync.MissionList.Add(new Proto.Mission()
{
Id = (uint)missionId,
Status = Proto.MissionStatus.MissionDoing,
});
DatabaseHelper.Instance?.UpdateInstance(Data);
if (sendPacket) Player.SendPacket(new PacketPlayerSyncScNotify(sync));
Player.SceneInstance!.SyncGroupInfo();
if (mission.SubMissionInfo != null)
{
FinishTypeHandlers.TryGetValue(mission.SubMissionInfo.FinishType, out var handler);
handler?.Init(Player, mission.SubMissionInfo, null);
if (doFinishTypeAction)
handler?.HandleFinishType(Player, mission.SubMissionInfo, null);
}
return sync;
}
public void FinishMainMission(int missionId)
{
if (!Data.MainMissionInfo.TryGetValue(missionId, out var value)) return;
if (!GameData.MainMissionData.TryGetValue(missionId, out var mainMission)) return;
if (value != MissionPhaseEnum.Doing) return;
Data.MainMissionInfo[missionId] = MissionPhaseEnum.Finish;
var sync = new Proto.MissionSync();
sync.MainMissionIdList.Add((uint)missionId);
// get next main mission
foreach (var mission in mainMission.SubMissionIds)
{
if (GetSubMissionStatus(mission) != MissionPhaseEnum.Finish)
{
Data.MissionInfo.TryGetValue(missionId, out var info);
if (info != null)
{
info[mission] = new()
{
MissionId = mission,
Status = MissionPhaseEnum.Cancel
};
}
}
}
foreach (var nextMission in GameData.MainMissionData.Values)
{
if (!nextMission.IsEqual(Data)) continue;
var res = AcceptMainMission(nextMission.MainMissionID, false);
foreach (var subMission in res)
{
if (subMission != null)
{
sync.MissionList.AddRange(subMission.MissionList);
}
}
}
Player.SendPacket(new PacketPlayerSyncScNotify(sync));
Player.SendPacket(new PacketStartFinishMainMissionScNotify(missionId));
HandleMissionReward(missionId);
HandleFinishType(MissionFinishTypeEnum.FinishMission);
DatabaseHelper.Instance?.UpdateInstance(Data);
}
public void FinishSubMission(int missionId)
{
GameData.SubMissionData.TryGetValue(missionId, out var subMission);
if (subMission == null) return;
var mainMissionId = subMission.MainMissionID;
if (!Data.MissionInfo.TryGetValue(mainMissionId, out var value)) return;
GameData.MainMissionData.TryGetValue(mainMissionId, out var mainMission);
if (mainMission == null) return;
if (value == null || !value.TryGetValue(missionId, out var mission)) return;
if (mission.Status != MissionPhaseEnum.Doing) return;
mission.Status = MissionPhaseEnum.Finish;
var sync = new Proto.MissionSync();
sync.MissionList.Add(new Proto.Mission()
{
Id = (uint)missionId,
Status = Proto.MissionStatus.MissionFinish,
Progress = (uint)(subMission.SubMissionInfo?.Progress ?? 1)
});
// get next sub mission
foreach (var nextMission in mainMission.MissionInfo?.SubMissionList ?? [])
{
bool canAccept = true;
foreach (var id in nextMission.TakeParamIntList)
{
if (GetSubMissionStatus(id) != MissionPhaseEnum.Finish)
{
canAccept = false;
}
}
if (canAccept)
{
var s = AcceptSubMission(nextMission.ID, false, false);
if (s != null)
{
sync.MissionList.Add(new Proto.Mission()
{
Id = (uint)nextMission.ID,
Status = Proto.MissionStatus.MissionDoing,
});
}
}
}
if (mainMission.MissionInfo != null)
HandleFinishAction(mainMission.MissionInfo, missionId);
Player.SendPacket(new PacketPlayerSyncScNotify(sync));
Player.SendPacket(new PacketStartFinishSubMissionScNotify(missionId));
// Get if it should finish main mission
// get current main mission
var shouldFinish = true;
mainMission.MissionInfo?.FinishSubMissionList.ForEach(id =>
{
if (GetSubMissionStatus(id) != MissionPhaseEnum.Finish)
{
shouldFinish = false;
}
});
foreach (var nextMission in GetRunningSubMissionList())
{
FinishTypeHandlers.TryGetValue(nextMission.FinishType, out var handler);
handler?.HandleFinishType(Player, nextMission, null);
}
if (shouldFinish)
{
FinishMainMission(mainMissionId);
}
DatabaseHelper.Instance?.UpdateInstance(Data);
}
public void HandleFinishAction(Data.Config.MissionInfo info, int subMissionId)
{
var subMission = info.SubMissionList.Find(x => x.ID == subMissionId);
if (subMission == null) return;
foreach (var action in subMission.FinishActionList)
{
HandleFinishAction(action);
}
}
public void HandleFinishAction(Data.Config.FinishActionInfo actionInfo)
{
ActionHandlers.TryGetValue(actionInfo.FinishActionType, out var handler);
handler?.OnHandle(actionInfo.FinishActionPara, Player);
}
public void HandleMissionReward(int mainMissionId)
{
GameData.MainMissionData.TryGetValue(mainMissionId, out var mainMission);
if (mainMission == null) return;
GameData.RewardDataData.TryGetValue(mainMission.RewardID, out var reward);
var ItemList = new Proto.ItemList();
reward?.GetItems().ForEach(i =>
{
var res = Player.InventoryManager!.AddItem(i.Item1, i.Item2, false);
if (res != null)
{
ItemList.ItemList_.Add(res.ToProto());
}
});
mainMission.SubRewardList.ForEach(i =>
{
GameData.RewardDataData.TryGetValue(i, out var reward);
reward?.GetItems().ForEach(j =>
{
var res = Player.InventoryManager!.AddItem(j.Item1, j.Item2, false);
if (res != null)
{
ItemList.ItemList_.Add(res.ToProto());
}
});
});
Player.SendPacket(new PacketMissionRewardScNotify(mainMissionId, 0, ItemList));
Player.SendPacket(new PacketScenePlaneEventScNotify(ItemList));
}
public void HandleFinishType(MissionFinishTypeEnum finishType, object? arg = null)
{
FinishTypeHandlers.TryGetValue(finishType, out var handler);
foreach (var mission in GetRunningSubMissionList())
{
if (mission.FinishType == finishType)
{
handler?.HandleFinishType(Player, mission, arg);
}
}
}
#endregion
#region Mission Status
public MissionPhaseEnum GetMainMissionStatus(int missionId)
{
if (Data.MainMissionInfo.TryGetValue(missionId, out var info))
{
return info!;
}
return MissionPhaseEnum.None;
}
public MissionPhaseEnum GetSubMissionStatus(int missionId)
{
GameData.SubMissionData.TryGetValue(missionId, out var subMission);
if (subMission == null) return MissionPhaseEnum.None;
var mainMissionId = subMission.MainMissionID;
if (Data.MissionInfo.TryGetValue(mainMissionId, out var info))
{
if (info.TryGetValue(missionId, out var mission))
{
return mission.Status;
}
}
return MissionPhaseEnum.None;
}
public Data.Config.SubMissionInfo? GetSubMissionInfo(int missionId)
{
GameData.SubMissionData.TryGetValue(missionId, out var subMission);
if (subMission == null) return null;
return subMission.SubMissionInfo;
}
public List<int> GetRunningSubMissionIdList()
{
var list = new List<int>();
foreach (var mainMission in Data.MissionInfo.Values)
{
foreach (var subMission in mainMission.Values)
{
if (subMission.Status == MissionPhaseEnum.Doing)
{
list.Add(subMission.MissionId);
}
}
}
return list;
}
public List<Data.Config.SubMissionInfo> GetRunningSubMissionList()
{
var list = new List<Data.Config.SubMissionInfo>();
foreach (var mainMission in Data.MissionInfo.Values)
{
foreach (var subMission in mainMission.Values)
{
if (subMission.Status == MissionPhaseEnum.Doing)
{
GameData.SubMissionData.TryGetValue(subMission.MissionId, out var mission);
if (mission != null && mission.SubMissionInfo != null)
{
list.Add(mission.SubMissionInfo);
}
}
}
}
return list;
}
#endregion
#region Handlers
public void OnBattleFinish(Proto.PVEBattleResultCsReq req)
{
foreach (var mission in GetRunningSubMissionIdList())
{
var subMission = GetSubMissionInfo(mission);
if (subMission != null && (subMission.FinishType == MissionFinishTypeEnum.StageWin && req.EndStatus == Proto.BattleEndStatus.BattleEndWin)) // TODO: Move to handler
{
FinishSubMission(mission);
}
}
}
public void OnPlayerInteractWithProp()
{
foreach (var id in GetRunningSubMissionIdList())
{
if (GetSubMissionInfo(id)?.FinishType == MissionFinishTypeEnum.PropState)
{
FinishTypeHandlers.TryGetValue(MissionFinishTypeEnum.PropState, out var handler);
handler?.HandleFinishType(Player, GetSubMissionInfo(id)!, null);
}
}
}
#endregion
}
}