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A server software reimplementation for an anime game.
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package emu.grasscutter.server.packet.send;
import emu.grasscutter.game.player.Player;
import emu.grasscutter.net.packet.BasePacket;
import emu.grasscutter.net.packet.PacketOpcodes;
import emu.grasscutter.net.proto.AllWidgetDataNotifyOuterClass.AllWidgetDataNotify;
import emu.grasscutter.net.proto.LunchBoxDataOuterClass;
import emu.grasscutter.net.proto.WidgetSlotDataOuterClass;
import emu.grasscutter.net.proto.WidgetSlotTagOuterClass;
import java.util.List;
public class PacketAllWidgetDataNotify extends BasePacket {
public PacketAllWidgetDataNotify(Player player) {
super(PacketOpcodes.AllWidgetDataNotify);
// TODO: Implement this
AllWidgetDataNotify.Builder proto = AllWidgetDataNotify.newBuilder()
// If you want to implement this, feel free to do so. :)
.setLunchBoxData(
LunchBoxDataOuterClass.LunchBoxData.newBuilder().build()
)
// Maybe it's a little difficult, or it makes you upset :(
.addAllOneoffGatherPointDetectorDataList(List.of())
// So, goodbye, and hopefully sometime in the future o(* ̄▽ ̄*)ブ
.addAllCoolDownGroupDataList(List.of())
// I'll see your PR with a title that says (・∀・(・∀・(・∀・*)
.addAllAnchorPointList(List.of())
// "Complete implementation of widget functionality" b( ̄▽ ̄)d
.addAllClientCollectorDataList(List.of())
// Good luck, my boy.
.addAllNormalCoolDownDataList(List.of());
if (player.getWidgetId() == 0) { // TODO: check this logic later, it was null-checking an int before which made it dead code
proto.addAllSlotList(List.of());
} else {
proto.addSlotList(
WidgetSlotDataOuterClass.WidgetSlotData.newBuilder()
.setIsActive(true)
.setMaterialId(player.getWidgetId())
.build()
);
proto.addSlotList(
WidgetSlotDataOuterClass.WidgetSlotData.newBuilder()
.setTag(WidgetSlotTagOuterClass.WidgetSlotTag.WIDGET_SLOT_TAG_ATTACH_AVATAR)
.build()
);
}
AllWidgetDataNotify protoData = proto.build();
this.setData(protoData);
}
}
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