emu.grasscutter.server.packet.send.PacketOpenStateUpdateNotify Maven / Gradle / Ivy
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A server software reimplementation for an anime game.
package emu.grasscutter.server.packet.send;
import emu.grasscutter.data.GameData;
import emu.grasscutter.data.excels.OpenStateData;
import emu.grasscutter.game.player.*;
import emu.grasscutter.net.packet.*;
import emu.grasscutter.net.proto.OpenStateUpdateNotifyOuterClass.OpenStateUpdateNotify;
import static emu.grasscutter.config.Configuration.GAME_OPTIONS;
/*
Must be sent on login for openStates to work
Tells the client to update its openStateMap for the keys sent. value is irrelevant
*/
public class PacketOpenStateUpdateNotify extends BasePacket {
public PacketOpenStateUpdateNotify(Player player) {
super(PacketOpcodes.OpenStateUpdateNotify);
OpenStateUpdateNotify.Builder proto = OpenStateUpdateNotify.newBuilder();
GameData.getOpenStateList().stream().map(OpenStateData::getId).forEach(id -> {
if ((id == 45) && !GAME_OPTIONS.resinOptions.resinUsage) {
proto.putOpenStateMap(45, 0); // Remove resin from map
return;
}
// If the player has an open state stored in their map, then it would always override any default value
if (player.getOpenStates().containsKey(id)) {
proto.putOpenStateMap(id, player.getProgressManager().getOpenState(id));
}
// Otherwise, add the state if it is contained in the set of default open states.
else if (PlayerProgressManager.DEFAULT_OPEN_STATES.contains(id)) {
proto.putOpenStateMap(id, 1);
}
});
this.setData(proto);
}
}