mirror of
https://github.com/EggLinks/DanhengServer-OpenSource.git
synced 2026-01-03 04:36:03 +08:00
330 lines
13 KiB
C#
330 lines
13 KiB
C#
using EggLink.DanhengServer.Data;
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using EggLink.DanhengServer.Data.Config.Scene;
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using EggLink.DanhengServer.Enums;
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using EggLink.DanhengServer.Enums.Mission;
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using EggLink.DanhengServer.Enums.Scene;
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using EggLink.DanhengServer.GameServer.Game.Scene.Entity;
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using EggLink.DanhengServer.GameServer.Server.Packet.Send.Scene;
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namespace EggLink.DanhengServer.GameServer.Game.Scene;
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public class SceneEntityLoader(SceneInstance scene)
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{
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public SceneInstance Scene { get; set; } = scene;
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public List<int> LoadGroups { get; set; } = [];
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public virtual async ValueTask LoadEntity()
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{
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if (Scene.IsLoaded) return;
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var dimInfo = Scene.FloorInfo?.DimensionList.Find(x => x.ID == 0);
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if (dimInfo == null) return;
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LoadGroups.AddRange(dimInfo.GroupIDList);
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foreach (var group in from @group in Scene.FloorInfo?.Groups.Values!
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where @group.LoadSide != GroupLoadSideEnum.Client
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where !@group.GroupName.Contains("DeployPuzzle_Repeat_Area")
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where !@group.GroupName.Contains("TrainVisitor")
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where !@group.GroupName.Contains("TrainVisiter")
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select @group) await LoadGroup(group);
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Scene.IsLoaded = true;
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}
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public virtual async ValueTask SyncEntity()
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{
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var refreshed = false;
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var oldGroupId = new List<int>();
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foreach (var entity in Scene.Entities.Values.Where(entity => !oldGroupId.Contains(entity.GroupId)))
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oldGroupId.Add(entity.GroupId);
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var removeList = new List<BaseGameEntity>();
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var addList = new List<BaseGameEntity>();
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foreach (var group in Scene.FloorInfo!.Groups.Values
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.Where(group => group.LoadSide != GroupLoadSideEnum.Client)
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.Where(group => !group.GroupName.Contains("TrainVisitor"))
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.Where(group => !group.GroupName.Contains("DeployPuzzle_Repeat_Area"))
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.Where(group => !group.GroupName.Contains("TrainVisiter")))
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if (oldGroupId.Contains(group.Id)) // check if it should be unloaded
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{
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if (group.ForceUnloadCondition.IsTrue(Scene.Player.MissionManager!.Data,
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false) || // condition: Force Unload Condition
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group.UnloadCondition.IsTrue(Scene.Player.MissionManager!.Data,
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false)) // condition: Unload Condition anyone of the conditions is true then unload
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{
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foreach (var entity in Scene.Entities.Values.Where(entity => entity.GroupId == group.Id))
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{
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await Scene.RemoveEntity(entity, false);
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removeList.Add(entity);
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refreshed = true;
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}
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Scene.Groups.Remove(group.Id);
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}
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else if (group.OwnerMainMissionID != 0 &&
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Scene.Player.MissionManager!.GetMainMissionStatus(group.OwnerMainMissionID) !=
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MissionPhaseEnum.Accept) // condition: Owner Main Mission ID
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{
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foreach (var entity in Scene.Entities.Values.Where(entity => entity.GroupId == group.Id))
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{
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await Scene.RemoveEntity(entity, false);
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removeList.Add(entity);
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refreshed = true;
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}
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Scene.Groups.Remove(group.Id);
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}
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else if (!group.SavedValueCondition.IsTrue(
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Scene.Player.SceneData!.GetFloorSavedValues(Scene.FloorId))) // condition: Saved Value Condition
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{
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foreach (var entity in Scene.Entities.Values.Where(entity => entity.GroupId == group.Id))
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{
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await Scene.RemoveEntity(entity, false);
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removeList.Add(entity);
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refreshed = true;
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}
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Scene.Groups.Remove(group.Id);
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}
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else if (group.RelatedBattleId.Count > 0 && !Scene.Player.MissionManager!.GetRunningSubMissionList()
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.Any(x =>
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x.FinishType == MissionFinishTypeEnum.StageWin &&
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group.RelatedBattleId.Contains(x.ParamInt1)))
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{
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foreach (var entity in Scene.Entities.Values.Where(entity => entity.GroupId == group.Id))
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{
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await Scene.RemoveEntity(entity, false);
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removeList.Add(entity);
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refreshed = true;
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}
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Scene.Groups.Remove(group.Id);
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}
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}
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else // check if it should be loaded
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{
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var groupList = await LoadGroup(group);
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refreshed = groupList != null || refreshed;
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addList.AddRange(groupList ?? []);
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}
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if (refreshed && (addList.Count > 0 || removeList.Count > 0))
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await Scene.Player.SendPacket(new PacketSceneGroupRefreshScNotify(Scene.Player, addList, removeList));
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}
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public virtual async ValueTask<List<BaseGameEntity>?> LoadGroup(GroupInfo info, bool forceLoad = false)
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{
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if (!LoadGroups.Contains(info.Id)) return null; // check if group should be loaded in this dimension
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var missionData = Scene.Player.MissionManager!.Data; // get mission data
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if (info.LoadSide == GroupLoadSideEnum.Client) return null; // check if group should be loaded on client side
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if (info.GroupName.Contains("TrainVisitor")) return null; // certain group name
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if (info.GroupName.Contains("DeployPuzzle_Repeat_Area")) return null;
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if (info.GroupName.Contains("TrainVisiter")) return null;
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if (info.SystemUnlockCondition != null) // condition: System Unlock Condition
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{
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var result = info.SystemUnlockCondition.Operation != OperationEnum.Or; // operation
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foreach (var conditionId in info.SystemUnlockCondition.Conditions)
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{
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GameData.GroupSystemUnlockDataData.TryGetValue(conditionId, out var unlockExcel);
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if (unlockExcel == null) continue;
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var part = Scene.Player.QuestManager?.UnlockHandler.GetUnlockStatus(unlockExcel.UnlockID) ??
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false; // check if unlock condition is met
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if (info.SystemUnlockCondition.Operation == OperationEnum.Or && part)
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{
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result = true;
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break;
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}
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if (info.SystemUnlockCondition.Operation == OperationEnum.And && !part)
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{
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result = false;
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break;
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}
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if (info.SystemUnlockCondition.Operation != OperationEnum.Not || !part) continue;
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result = false;
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break;
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}
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if (!result) return null;
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}
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if (!(info.OwnerMainMissionID == 0 || // condition: Owner Main Mission ID
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Scene.Player.MissionManager!.GetMainMissionStatus(info.OwnerMainMissionID) ==
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MissionPhaseEnum.Accept)) return null; // check if main mission is accepted
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if ((!info.LoadCondition.IsTrue(missionData) ||
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info.UnloadCondition.IsTrue(missionData,
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false) || // condition: Load Condition, Unload Condition, Force Unload Condition
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info.ForceUnloadCondition.IsTrue(missionData, false)) &&
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!forceLoad) return null; // check if group should be loaded forcefully
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if (!info.SavedValueCondition.IsTrue(
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Scene.Player.SceneData!.FloorSavedData.GetValueOrDefault(Scene.FloorId, [])) &&
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!forceLoad) // condition: Saved Value Condition
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return null;
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if (Scene.Entities.Values.ToList().FindIndex(x => x.GroupId == info.Id) !=
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-1) // check if group is already loaded
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return null;
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if (info.RelatedBattleId.Count > 0 && !Scene.Player.MissionManager!.GetRunningSubMissionList().Any(x =>
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x.FinishType == MissionFinishTypeEnum.StageWin && info.RelatedBattleId.Contains(x.ParamInt1)))
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return null; // mission not activated
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// load
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Scene.Groups.Add(info.Id); // add group to loaded groups
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var entityList = new List<BaseGameEntity>();
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foreach (var npc in info.NPCList)
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try
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{
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if (await LoadNpc(npc, info) is { } entity) entityList.Add(entity);
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}
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catch
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{
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// ignored
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}
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foreach (var monster in info.MonsterList)
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try
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{
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if (await LoadMonster(monster, info) is { } entity) entityList.Add(entity);
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}
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catch
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{
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// ignored
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}
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foreach (var prop in info.PropList)
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try
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{
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if (await LoadProp(prop, info) is { } entity) entityList.Add(entity);
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}
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catch
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{
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// ignored
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}
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return entityList;
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}
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public virtual async ValueTask<List<BaseGameEntity>?> LoadGroup(int groupId, bool sendPacket = true)
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{
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var group = Scene.FloorInfo?.Groups.TryGetValue(groupId, out var v1) == true ? v1 : null;
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if (group == null) return null;
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var entities = await LoadGroup(group, true);
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if (sendPacket && entities is { Count: > 0 })
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await Scene.Player.SendPacket(new PacketSceneGroupRefreshScNotify(Scene.Player, entities));
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return entities;
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}
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public virtual async ValueTask UnloadGroup(int groupId)
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{
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var group = Scene.FloorInfo?.Groups.TryGetValue(groupId, out var v1) == true ? v1 : null;
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if (group == null) return;
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var removeList = new List<BaseGameEntity>();
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var refreshed = false;
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foreach (var entity in Scene.Entities.Values)
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if (entity.GroupId == group.Id)
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{
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await Scene.RemoveEntity(entity, false);
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removeList.Add(entity);
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refreshed = true;
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}
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Scene.Groups.Remove(group.Id);
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if (refreshed)
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await Scene.Player.SendPacket(new PacketSceneGroupRefreshScNotify(Scene.Player, removeEntity: removeList));
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}
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public virtual async ValueTask<EntityNpc?> LoadNpc(NpcInfo info, GroupInfo group, bool sendPacket = false)
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{
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if (info.IsClientOnly || info.IsDelete) return null;
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if (!GameData.NpcDataData.ContainsKey(info.NPCID)) return null;
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EntityNpc npc = new(Scene, group, info);
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await Scene.AddEntity(npc, sendPacket);
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return npc;
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}
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public virtual async ValueTask<EntityMonster?> LoadMonster(MonsterInfo info, GroupInfo group,
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bool sendPacket = false)
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{
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if (info.IsClientOnly || info.IsDelete) return null;
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GameData.NpcMonsterDataData.TryGetValue(info.NPCMonsterID, out var excel);
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if (excel == null) return null;
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EntityMonster entity = new(Scene, info.ToPositionProto(), info.ToRotationProto(), group.Id, info.ID, excel,
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info);
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await Scene.AddEntity(entity, sendPacket);
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return entity;
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}
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public virtual async ValueTask<EntityProp?> LoadProp(PropInfo info, GroupInfo group, bool sendPacket = false)
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{
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if (info.IsClientOnly || info.IsDelete || !info.LoadOnInitial) return null;
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GameData.MazePropData.TryGetValue(info.PropID, out var excel);
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if (excel == null) return null;
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var prop = new EntityProp(Scene, excel, group, info);
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if (excel.PropType == PropTypeEnum.PROP_SPRING)
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{
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Scene.HealingSprings.Add(prop);
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await prop.SetState(PropStateEnum.CheckPointEnable);
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}
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// load from database
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var propData = Scene.Player.GetScenePropData(Scene.FloorId, group.Id, info.ID);
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if (propData != null && Scene.Excel.PlaneType != PlaneTypeEnum.Raid) // raid is not saved
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{
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prop.State = propData.State;
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}
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else
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{
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if (Scene.Excel.PlaneType == PlaneTypeEnum.Raid)
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prop.State = info.State;
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else
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// elevator
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prop.State = prop.Excel.PropType == PropTypeEnum.PROP_ELEVATOR ? PropStateEnum.Elevator1 : info.State;
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}
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var timelineData = Scene.Player.GetScenePropTimelineData(Scene.FloorId, group.Id, info.ID);
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prop.PropTimelineData = timelineData;
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if (group.GroupName.Contains("Machine"))
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{
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await prop.SetState(PropStateEnum.Open);
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await Scene.AddEntity(prop, sendPacket);
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return prop;
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}
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if (prop.PropInfo.Name.Contains("Case") && prop.PropInfo.State == PropStateEnum.Open)
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await prop.SetState(PropStateEnum.Closed);
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if (prop.PropInfo.PropID == 1003)
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{
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if (prop.PropInfo.MappingInfoID != 2220) return prop;
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await prop.SetState(PropStateEnum.Open);
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}
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if (prop.PropInfo.PropID is 104006 or 104005) await prop.SetState(PropStateEnum.Open);
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await Scene.AddEntity(prop, sendPacket);
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return prop;
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}
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} |