mirror of
https://github.com/EggLinks/DanhengServer-OpenSource.git
synced 2026-01-02 20:26:03 +08:00
673 lines
27 KiB
C#
673 lines
27 KiB
C#
using System.Reflection;
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using EggLink.DanhengServer.Data;
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using EggLink.DanhengServer.Data.Config;
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using EggLink.DanhengServer.Database;
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using EggLink.DanhengServer.Enums.Item;
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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.Mission.FinishAction;
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using EggLink.DanhengServer.GameServer.Game.Mission.FinishType;
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using EggLink.DanhengServer.GameServer.Game.Player;
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using EggLink.DanhengServer.GameServer.Plugin.Event;
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using EggLink.DanhengServer.GameServer.Server.Packet.Send.HeartDial;
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using EggLink.DanhengServer.GameServer.Server.Packet.Send.Mission;
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using EggLink.DanhengServer.GameServer.Server.Packet.Send.Player;
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using EggLink.DanhengServer.GameServer.Server.Packet.Send.Scene;
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using EggLink.DanhengServer.Proto;
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using EggLink.DanhengServer.Util;
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using MissionData = EggLink.DanhengServer.Database.Quests.MissionData;
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namespace EggLink.DanhengServer.GameServer.Game.Mission;
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public class MissionManager : BasePlayerManager
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{
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#region Initializer & Properties
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public MissionData Data { get; set; }
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public Dictionary<FinishActionTypeEnum, MissionFinishActionHandler> ActionHandlers = [];
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public Dictionary<MissionFinishTypeEnum, MissionFinishTypeHandler> FinishTypeHandlers = [];
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public readonly List<int> SkipSubMissionList = []; // bug
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public MissionManager(PlayerInstance player) : base(player)
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{
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Data = DatabaseHelper.Instance!.GetInstanceOrCreateNew<MissionData>(player.Uid);
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var types = Assembly.GetExecutingAssembly().GetTypes();
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foreach (var type in types)
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{
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var attr = type.GetCustomAttribute<MissionFinishActionAttribute>();
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if (attr != null)
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{
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var handler = (MissionFinishActionHandler)Activator.CreateInstance(type, null)!;
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ActionHandlers.Add(attr.FinishAction, handler);
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}
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var attr2 = type.GetCustomAttribute<MissionFinishTypeAttribute>();
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if (attr2 != null)
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{
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var handler = (MissionFinishTypeHandler)Activator.CreateInstance(type, null)!;
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FinishTypeHandlers.Add(attr2.FinishType, handler);
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}
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}
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}
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#endregion
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#region Mission Actions
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public async ValueTask<List<MissionSync?>> AcceptMainMission(int missionId, bool sendPacket = true)
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{
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if (!ConfigManager.Config.ServerOption.EnableMission) return [];
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if (Data.GetMainMissionStatus(missionId) != MissionPhaseEnum.None) return []; // already accepted
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// Get entry sub mission
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GameData.MainMissionData.TryGetValue(missionId, out var mission);
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if (mission == null) return [];
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Data.SetMainMissionStatus(missionId, MissionPhaseEnum.Accept);
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var list = new List<MissionSync?>();
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mission.MissionInfo?.StartSubMissionList.ForEach(async i => list.Add(await AcceptSubMission(i, sendPacket)));
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if (missionId == 4030001 || missionId == 4030002)
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{
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// skip not implemented
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mission.MissionInfo?.SubMissionList.ForEach(async x => await AcceptSubMission(x.ID));
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mission.MissionInfo?.SubMissionList.ForEach(async x => await FinishSubMission(x.ID));
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}
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if (missionId == 1000400)
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{
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await Player.AddAvatar(1003);
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await Player.LineupManager!.AddAvatarToCurTeam(1003);
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}
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return list;
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}
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public async ValueTask<MissionSync> AcceptMainMissionByCondition(bool sendPacket = true)
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{
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var sync = new MissionSync();
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foreach (var nextMission in GameData.MainMissionData.Values)
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{
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if (!nextMission.IsEqual(Data)) continue;
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if (Data.GetMainMissionStatus(nextMission.MainMissionID) != MissionPhaseEnum.None)
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continue; // already accepted
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var res = await AcceptMainMission(nextMission.MainMissionID, sendPacket);
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foreach (var subMission in res)
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if (subMission != null)
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sync.MissionList.AddRange(subMission.MissionList);
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}
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return sync;
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}
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public async ValueTask<List<MissionSync?>> ReAcceptMainMission(int missionId, bool sendPacket = true)
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{
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if (!ConfigManager.Config.ServerOption.EnableMission) return [];
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GameData.MainMissionData.TryGetValue(missionId, out var mission);
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if (mission == null) return [];
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MissionSync sync = new();
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foreach (var subMission in mission.SubMissionIds)
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if (Data.GetSubMissionStatus(subMission) == MissionPhaseEnum.Finish ||
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Data.GetSubMissionStatus(subMission) == MissionPhaseEnum.Accept)
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sync.MissionList.Add(new Proto.Mission
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{
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Id = (uint)subMission,
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Status = MissionStatus.MissionNone
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});
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foreach (var subMission in
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mission.SubMissionIds) Data.SetSubMissionStatus(subMission, MissionPhaseEnum.None); // reset
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Data.SetMainMissionStatus(missionId, MissionPhaseEnum.None); // reset
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await Player.SendPacket(new PacketPlayerSyncScNotify(sync));
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return await AcceptMainMission(missionId, sendPacket);
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}
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public async ValueTask RemoveMainMission(int missionId)
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{
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if (!ConfigManager.Config.ServerOption.EnableMission) return;
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Data.SetMainMissionStatus(missionId, MissionPhaseEnum.None);
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GameData.MainMissionData.TryGetValue(missionId, out var mission);
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if (mission == null) return;
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MissionSync sync = new();
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foreach (var subMission in mission.SubMissionIds)
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{
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Data.SetSubMissionStatus(subMission, MissionPhaseEnum.None);
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await SetMissionProgress(subMission, 0);
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sync.MissionList.Add(new Proto.Mission
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{
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Id = (uint)subMission,
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Status = MissionStatus.MissionNone
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});
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}
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await Player.SendPacket(new PacketPlayerSyncScNotify(sync));
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}
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public async ValueTask AcceptSubMission(int missionId)
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{
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if (!ConfigManager.Config.ServerOption.EnableMission) return;
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await AcceptSubMission(missionId, true);
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}
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public async ValueTask<MissionSync?> AcceptSubMission(int missionId, bool sendPacket,
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bool doFinishTypeAction = true)
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{
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if (!ConfigManager.Config.ServerOption.EnableMission) return null;
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GameData.SubMissionData.TryGetValue(missionId, out var mission);
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if (mission == null) return null;
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if (Data.GetSubMissionStatus(missionId) != MissionPhaseEnum.None) return null; // already accepted
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Data.SetSubMissionStatus(missionId, MissionPhaseEnum.Accept);
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var sync = new MissionSync();
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sync.MissionList.Add(new Proto.Mission
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{
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Id = (uint)missionId,
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Status = MissionStatus.MissionDoing
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});
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DatabaseHelper.Instance?.UpdateInstance(Data);
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if (sendPacket) await Player.SendPacket(new PacketPlayerSyncScNotify(sync));
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Player.SceneInstance!.SyncGroupInfo();
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if (mission.SubMissionInfo != null)
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try
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{
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FinishTypeHandlers.TryGetValue(mission.SubMissionInfo.FinishType, out var handler);
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if (doFinishTypeAction)
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if (handler != null)
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await handler.HandleMissionFinishType(Player, mission.SubMissionInfo, null);
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}
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catch
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{
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}
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if (SkipSubMissionList.Contains(missionId)) await FinishSubMission(missionId);
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if (mission.SubMissionInfo?.LevelFloorID == Player.SceneInstance?.FloorId)
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if (mission.SubMissionInfo?.GroupIDList != null)
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foreach (var group in mission.SubMissionInfo.GroupIDList)
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await Player.SceneInstance!.EntityLoader!.LoadGroup(group);
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// TODO: Mission Task
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Player.TaskManager?.MissionTaskTrigger.TriggerMissionTask(missionId);
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return sync;
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}
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public async ValueTask FinishMainMission(int missionId)
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{
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if (!ConfigManager.Config.ServerOption.EnableMission) return;
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if (!GameData.MainMissionData.TryGetValue(missionId, out var mainMission)) return;
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if (Data.GetMainMissionStatus(missionId) != MissionPhaseEnum.Accept) return;
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Data.SetMainMissionStatus(missionId, MissionPhaseEnum.Finish);
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var sync = new MissionSync();
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sync.FinishedMainMissionIdList.Add((uint)missionId);
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// get next main mission
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foreach (var mission in mainMission.SubMissionIds)
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if (GetSubMissionStatus(mission) != MissionPhaseEnum.Finish)
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if (Data.GetSubMissionStatus(mission) != MissionPhaseEnum.Finish)
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{
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Data.SetSubMissionStatus(mission, MissionPhaseEnum.Finish);
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sync.MissionList.Add(new Proto.Mission
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{
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Id = (uint)mission,
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Status = MissionStatus.MissionFinish
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});
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}
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var mainSync = await AcceptMainMissionByCondition(false);
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sync.MissionList.AddRange(mainSync.MissionList);
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await Player.SendPacket(new PacketPlayerSyncScNotify(sync));
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await Player.SendPacket(new PacketStartFinishMainMissionScNotify(missionId));
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await HandleMissionReward(missionId);
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await HandleFinishType(MissionFinishTypeEnum.FinishMission);
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await Player.RaidManager!.CheckIfLeaveRaid();
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PluginEvent.InvokeOnPlayerFinishMainMission(Player, missionId);
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}
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public async ValueTask FinishSubMission(int missionId)
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{
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if (!ConfigManager.Config.ServerOption.EnableMission) return;
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GameData.SubMissionData.TryGetValue(missionId, out var subMission);
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if (subMission == null) return;
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var mainMissionId = subMission.MainMissionID;
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if (Data.GetSubMissionStatus(missionId) != MissionPhaseEnum.Accept) return; // not accepted
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GameData.MainMissionData.TryGetValue(mainMissionId, out var mainMission); // get main mission
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if (mainMission == null) return;
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Data.SetSubMissionStatus(missionId, MissionPhaseEnum.Finish); // set finish
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await SetMissionProgress(missionId, subMission.SubMissionInfo?.Progress ?? 1);
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var sync = new MissionSync();
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sync.MissionList.Add(new Proto.Mission
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{
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Id = (uint)missionId,
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Status = MissionStatus.MissionFinish,
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Progress = (uint)(subMission.SubMissionInfo?.Progress ?? 1)
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});
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var subMissionInfo = subMission?.SubMissionInfo;
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// get next sub mission
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foreach (var nextMission in mainMission.MissionInfo?.SubMissionList ?? [])
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{
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if (nextMission.TakeType != SubMissionTakeTypeEnum.AnySequence &&
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nextMission.TakeType != SubMissionTakeTypeEnum.MultiSequence) continue;
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var canAccept = nextMission.TakeType == SubMissionTakeTypeEnum.MultiSequence; // mean and operation
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foreach (var id in nextMission.TakeParamIntList ?? [])
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if (GetSubMissionStatus(id) != MissionPhaseEnum.Finish &&
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nextMission.TakeType == SubMissionTakeTypeEnum.MultiSequence)
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{
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canAccept = false;
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break;
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}
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else if (GetSubMissionStatus(id) == MissionPhaseEnum.Finish &&
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nextMission.TakeType == SubMissionTakeTypeEnum.AnySequence) // or operation
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{
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canAccept = true;
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break;
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}
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if (canAccept)
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{
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var s = await AcceptSubMission(nextMission.ID, false, false);
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if (s != null)
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sync.MissionList.Add(new Proto.Mission
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{
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Id = (uint)nextMission.ID,
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Status = MissionStatus.MissionDoing
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});
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}
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}
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await Player.SendPacket(new PacketPlayerSyncScNotify(sync));
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await Player.SendPacket(new PacketStartFinishSubMissionScNotify(missionId));
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if (mainMission.MissionInfo != null)
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await HandleFinishAction(mainMission.MissionInfo, missionId);
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// Get if it should finish main mission
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// get current main mission
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var shouldFinish = true;
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mainMission.MissionInfo?.FinishSubMissionList.ForEach(id =>
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{
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if (GetSubMissionStatus(id) != MissionPhaseEnum.Finish) shouldFinish = false;
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});
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foreach (var nextMission in GetRunningSubMissionList())
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{
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FinishTypeHandlers.TryGetValue(nextMission.FinishType, out var handler);
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if (handler != null) await handler.HandleMissionFinishType(Player, nextMission, null);
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}
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if (shouldFinish) await FinishMainMission(mainMissionId);
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if (missionId == 101140201)
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{
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// Player.ChangeAvatarPathType(8001, Enums.Avatar.MultiPathAvatarTypeEnum.Knight);
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var list = Player.LineupManager!.GetCurLineup()!.BaseAvatars!
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.Select(x => x.SpecialAvatarId > 0 ? x.SpecialAvatarId / 10 : x.BaseAvatarId).ToList();
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list[list.IndexOf(8001)] = Player.Data.CurrentGender == Gender.Man ? 1008003 : 1008004;
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Player.LineupManager!.SetExtraLineup(ExtraLineupType.LineupHeliobus, list);
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}
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if (missionId == 103040103)
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await Player.SendPacket(new PacketHeartDialScriptChangeScNotify(HeartDialUnlockStatus.UnlockSingle));
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if (missionId == 103040104)
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await Player.SendPacket(new PacketHeartDialScriptChangeScNotify(HeartDialUnlockStatus.UnlockAll));
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// handle reward
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await HandleSubMissionReward(missionId);
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//Player.StoryLineManager!.CheckIfEnterStoryLine();
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//Player.StoryLineManager!.CheckIfFinishStoryLine();
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PluginEvent.InvokeOnPlayerFinishSubMission(Player, missionId);
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}
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public async ValueTask HandleFinishAction(MissionInfo info, int subMissionId)
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{
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var subMission = info.SubMissionList.Find(x => x.ID == subMissionId);
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if (subMission == null) return;
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foreach (var action in subMission.FinishActionList ?? []) await HandleFinishAction(action);
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}
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public async ValueTask HandleFinishAction(FinishActionInfo actionInfo)
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{
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ActionHandlers.TryGetValue(actionInfo.FinishActionType, out var handler);
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if (handler != null)
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await handler.OnHandle(actionInfo.FinishActionPara, actionInfo.FinishActionParaString, Player);
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}
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public async ValueTask HandleMissionReward(int mainMissionId)
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{
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GameData.MainMissionData.TryGetValue(mainMissionId, out var mainMission);
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if (mainMission == null) return;
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GameData.RewardDataData.TryGetValue(mainMission.RewardID, out var reward);
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var itemList = new ItemList();
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reward?.GetItems().ForEach(async i =>
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{
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GameData.ItemConfigData.TryGetValue(i.Item1, out var item);
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var res = await Player.InventoryManager!.AddItem(i.Item1, i.Item2,
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item?.ItemMainType == ItemMainTypeEnum.AvatarCard);
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if (res != null) itemList.ItemList_.Add(res.ToProto());
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});
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var hCoin = await Player.InventoryManager!.AddItem(1, reward?.Hcoin ?? 0, false);
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if (hCoin != null) itemList.ItemList_.Add(hCoin.ToProto());
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mainMission.SubRewardList.ForEach(async i =>
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{
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GameData.RewardDataData.TryGetValue(i, out var rewardDataExcel);
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rewardDataExcel?.GetItems().ForEach(async j =>
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{
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GameData.ItemConfigData.TryGetValue(j.Item1, out var item);
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var res = await Player.InventoryManager!.AddItem(j.Item1, j.Item2,
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item?.ItemMainType == ItemMainTypeEnum.AvatarCard);
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if (res != null) itemList.ItemList_.Add(res.ToProto());
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});
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var hCoin2 = await Player.InventoryManager!.AddItem(1, rewardDataExcel?.Hcoin ?? 0, false);
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if (hCoin2 != null) itemList.ItemList_.Add(hCoin2.ToProto());
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});
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await Player.SendPacket(new PacketMissionRewardScNotify(mainMissionId, 0, itemList));
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await Player.SendPacket(new PacketScenePlaneEventScNotify(itemList));
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}
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public async ValueTask HandleSubMissionReward(int subMissionId)
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{
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GameData.SubMissionData.TryGetValue(subMissionId, out var subMission);
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if (subMission == null) return;
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GameData.RewardDataData.TryGetValue(subMission.SubMissionInfo?.SubRewardID ?? 0, out var reward);
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var itemList = new ItemList();
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reward?.GetItems().ForEach(async i =>
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{
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var res = await Player.InventoryManager!.AddItem(i.Item1, i.Item2, false);
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if (res != null) itemList.ItemList_.Add(res.ToProto());
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});
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await Player.SendPacket(new PacketMissionRewardScNotify(0, subMissionId, itemList));
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await Player.SendPacket(new PacketScenePlaneEventScNotify(itemList));
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}
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public async ValueTask HandleFinishType(MissionFinishTypeEnum finishType, object? arg = null)
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{
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FinishTypeHandlers.TryGetValue(finishType, out var handler);
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foreach (var mission in GetRunningSubMissionList())
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if (mission.FinishType == finishType)
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if (handler != null)
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await handler.HandleMissionFinishType(Player, mission, arg);
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foreach (var quest in Player.QuestManager?.GetRunningQuest() ?? [])
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{
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var excel = GameData.QuestDataData[quest.QuestId];
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var finishWay = GameData.FinishWayData.GetValueOrDefault(excel.FinishWayID);
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if (finishWay == null) continue;
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if (finishWay.FinishType == finishType)
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if (handler != null)
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await handler.HandleQuestFinishType(Player, excel, finishWay, arg);
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}
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}
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public async ValueTask HandleAllFinishType(object? arg = null)
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{
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foreach (var handler in FinishTypeHandlers) await HandleFinishType(handler.Key, arg);
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}
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public async ValueTask HandleTalkStr(string talkString)
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{
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if (!ConfigManager.Config.ServerOption.EnableMission) return;
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foreach (var mission in GetRunningSubMissionList())
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if (mission.FinishType == MissionFinishTypeEnum.Talk)
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if (mission.ParamStr1 == talkString)
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await FinishSubMission(mission.ID);
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foreach (var quest in Player.QuestManager?.GetRunningQuest() ?? [])
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{
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var excel = GameData.QuestDataData[quest.QuestId];
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var finishWay = GameData.FinishWayData.GetValueOrDefault(excel.FinishWayID);
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if (finishWay == null) continue;
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if (finishWay.FinishType == MissionFinishTypeEnum.Talk)
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if (finishWay.ParamStr1 == talkString)
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await Player.QuestManager!.FinishQuest(quest.QuestId);
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}
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}
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public async ValueTask HandleCustomValue(List<MissionCustomValue> values, int missionId)
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{
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if (!ConfigManager.Config.ServerOption.EnableMission) return;
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GameData.SubMissionData.TryGetValue(missionId, out var subMission);
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if (subMission == null) return;
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var mainMissionId = subMission.MainMissionID;
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GameData.MainMissionData.TryGetValue(mainMissionId, out var mainMission);
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if (mainMission == null) return;
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foreach (var mission in mainMission?.MissionInfo?.SubMissionList ?? [])
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if (mission.TakeType == SubMissionTakeTypeEnum.CustomValue)
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{
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var index = 0;
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var accept = false;
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List<List<int>> list = [mission.TakeParamIntList ?? []];
|
|
if (mission.TakeParamIntList?.Count > 5)
|
|
{
|
|
// every 3 as group
|
|
var group = mission.TakeParamIntList.Count / 3;
|
|
list = [];
|
|
for (var i = 0; i < group; i++)
|
|
{
|
|
var customValue = mission.TakeParamIntList.GetRange(i * 3, 3);
|
|
list.Add(customValue);
|
|
}
|
|
}
|
|
|
|
foreach (var customValues in list)
|
|
{
|
|
var thisAccept = true;
|
|
foreach (var customValue in customValues)
|
|
{
|
|
if (customValue == 0 && index == 0) continue; // skip 0
|
|
var valueInst = values.Find(x => x.Index == index);
|
|
if (valueInst == null) continue;
|
|
if (valueInst.CustomValue != customValue)
|
|
{
|
|
thisAccept = false;
|
|
break;
|
|
}
|
|
|
|
index++;
|
|
}
|
|
|
|
if (thisAccept) accept = true; // accept if any group is true
|
|
}
|
|
|
|
if (accept) await AcceptSubMission(mission.ID);
|
|
}
|
|
}
|
|
|
|
public async ValueTask AddMissionProgress(int missionId, int progress)
|
|
{
|
|
if (!ConfigManager.Config.ServerOption.EnableMission) return;
|
|
|
|
Data.SubMissionProgressDict.TryGetValue(missionId, out var currentProgress);
|
|
Data.SubMissionProgressDict[missionId] = currentProgress + progress;
|
|
GameData.SubMissionData.TryGetValue(missionId, out var subMission);
|
|
if (subMission == null) return;
|
|
|
|
if (currentProgress + progress >= (subMission.SubMissionInfo?.Progress ?? 1)) return;
|
|
|
|
var sync = new MissionSync();
|
|
sync.MissionList.Add(new Proto.Mission
|
|
{
|
|
Id = (uint)missionId,
|
|
Progress = (uint)(currentProgress + progress)
|
|
});
|
|
|
|
await Player.SendPacket(new PacketPlayerSyncScNotify(sync));
|
|
}
|
|
|
|
public async ValueTask SetMissionProgress(int missionId, int progress)
|
|
{
|
|
if (!ConfigManager.Config.ServerOption.EnableMission) return;
|
|
|
|
Data.SubMissionProgressDict[missionId] = progress;
|
|
GameData.SubMissionData.TryGetValue(missionId, out var subMission);
|
|
if (subMission == null) return;
|
|
|
|
if (progress >= (subMission.SubMissionInfo?.Progress ?? 1)) return;
|
|
|
|
var sync = new MissionSync();
|
|
sync.MissionList.Add(new Proto.Mission
|
|
{
|
|
Id = (uint)missionId,
|
|
Progress = (uint)progress
|
|
});
|
|
|
|
await Player.SendPacket(new PacketPlayerSyncScNotify(sync));
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Mission Status
|
|
|
|
public MissionPhaseEnum GetMainMissionStatus(int missionId)
|
|
{
|
|
if (!ConfigManager.Config.ServerOption.EnableMission) return MissionPhaseEnum.Finish;
|
|
|
|
return Data.GetMainMissionStatus(missionId);
|
|
}
|
|
|
|
public MissionPhaseEnum GetSubMissionStatus(int missionId)
|
|
{
|
|
if (!ConfigManager.Config.ServerOption.EnableMission) return MissionPhaseEnum.Finish;
|
|
|
|
return Data.GetSubMissionStatus(missionId);
|
|
}
|
|
|
|
public SubMissionInfo? GetSubMissionInfo(int missionId)
|
|
{
|
|
GameData.SubMissionData.TryGetValue(missionId, out var subMission);
|
|
if (subMission == null) return null;
|
|
return subMission.SubMissionInfo;
|
|
}
|
|
|
|
public List<int> GetRunningSubMissionIdList()
|
|
{
|
|
if (!ConfigManager.Config.ServerOption.EnableMission) return [];
|
|
|
|
var list = new List<int>();
|
|
foreach (var id in Data.RunningSubMissionIds) list.Add(id);
|
|
return list;
|
|
}
|
|
|
|
public List<SubMissionInfo> GetRunningSubMissionList()
|
|
{
|
|
if (!ConfigManager.Config.ServerOption.EnableMission) return [];
|
|
|
|
var list = new List<SubMissionInfo>();
|
|
foreach (var id in Data.RunningSubMissionIds)
|
|
{
|
|
GameData.SubMissionData.TryGetValue(id, out var mission);
|
|
if (mission != null && mission.SubMissionInfo != null) list.Add(mission.SubMissionInfo);
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
public int GetMissionProgress(int missionId)
|
|
{
|
|
GameData.SubMissionData.TryGetValue(missionId, out var subMission);
|
|
if (!ConfigManager.Config.ServerOption.EnableMission) return subMission?.SubMissionInfo?.Progress ?? 0;
|
|
|
|
Data.SubMissionProgressDict.TryGetValue(missionId, out var progress);
|
|
return progress;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Handlers
|
|
|
|
public async ValueTask OnBattleFinish(PVEBattleResultCsReq req, BattleInstance instance)
|
|
{
|
|
foreach (var mission in GetRunningSubMissionIdList())
|
|
{
|
|
var subMission = GetSubMissionInfo(mission);
|
|
if (subMission != null && subMission.FinishType == MissionFinishTypeEnum.StageWin &&
|
|
req.EndStatus == BattleEndStatus.BattleEndWin) // TODO: Move to handler
|
|
if (req.StageId.ToString().StartsWith(subMission.ParamInt1.ToString()))
|
|
{
|
|
await FinishSubMission(mission);
|
|
instance.EventId = 0;
|
|
}
|
|
}
|
|
|
|
await HandleFinishType(MissionFinishTypeEnum.AnyCocoonFinish, instance);
|
|
await HandleFinishType(MissionFinishTypeEnum.AnyFarmElementFinish, instance);
|
|
}
|
|
|
|
public async ValueTask OnPlayerInteractWithProp()
|
|
{
|
|
foreach (var id in GetRunningSubMissionIdList())
|
|
if (GetSubMissionInfo(id)?.FinishType == MissionFinishTypeEnum.PropState)
|
|
{
|
|
FinishTypeHandlers.TryGetValue(MissionFinishTypeEnum.PropState, out var handler);
|
|
if (handler != null) await handler.HandleMissionFinishType(Player, GetSubMissionInfo(id)!, null);
|
|
}
|
|
}
|
|
|
|
public async ValueTask OnPlayerChangeScene()
|
|
{
|
|
foreach (var id in GetRunningSubMissionIdList())
|
|
{
|
|
var info = GetSubMissionInfo(id);
|
|
if (info == null) continue;
|
|
|
|
if (info.LevelFloorID == Player.SceneInstance?.FloorId)
|
|
{
|
|
if (info.GroupIDList == null) continue;
|
|
foreach (var group in info.GroupIDList)
|
|
await Player.SceneInstance.EntityLoader!.LoadGroup(group, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void OnLoadScene(SceneInfo info)
|
|
{
|
|
foreach (var mainMission in GameData.MainMissionData.Values)
|
|
{
|
|
foreach (var subMission in mainMission.MissionInfo?.SubMissionList ?? [])
|
|
if (subMission.LevelFloorID == info.FloorId)
|
|
info.SceneMissionInfo.SubMissionStatusList.Add(new Proto.Mission
|
|
{
|
|
Id = (uint)subMission.ID,
|
|
Status = GetSubMissionStatus(subMission.ID).ToProto(),
|
|
Progress = (uint)GetMissionProgress(subMission.ID)
|
|
});
|
|
|
|
foreach (var subMission in mainMission.MissionInfo?.SubMissionList ?? [])
|
|
if (subMission.LevelFloorID == info.FloorId)
|
|
{
|
|
if (GetMainMissionStatus(mainMission.MainMissionID) == MissionPhaseEnum.Finish)
|
|
info.SceneMissionInfo.FinishedMainMissionIdList.Add((uint)mainMission.MainMissionID);
|
|
else if (GetMainMissionStatus(mainMission.MainMissionID) == MissionPhaseEnum.Accept)
|
|
info.SceneMissionInfo.UnfinishedMainMissionIdList.Add((uint)mainMission.MainMissionID);
|
|
break; // only one
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
} |