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Make energy usage configurable, and preserve current behavior as the default.
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531683f370
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1d2fde40d5
@ -62,6 +62,8 @@ import it.unimi.dsi.fastutil.ints.Int2IntOpenHashMap;
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import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
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import it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap;
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import static emu.grasscutter.Configuration.GAME_OPTIONS;
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@Entity(value = "avatars", useDiscriminator = false)
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public class Avatar {
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@Id private ObjectId id;
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@ -517,8 +519,13 @@ public class Avatar {
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if (data.getSkillDepot() != null && data.getSkillDepot().getEnergySkillData() != null) {
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ElementType element = data.getSkillDepot().getElementType();
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this.setFightProperty(element.getMaxEnergyProp(), data.getSkillDepot().getEnergySkillData().getCostElemVal());
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if (GAME_OPTIONS.energyUsage) {
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this.setFightProperty(element.getCurEnergyProp(), currentEnergy);
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//this.setFightProperty((element.getMaxEnergyProp().getId() % 70) + 1000, data.getSkillDepot().getEnergySkillData().getCostElemVal());
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}
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else {
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this.setFightProperty(element.getCurEnergyProp(), data.getSkillDepot().getEnergySkillData().getCostElemVal());
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}
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}
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// Artifacts
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@ -621,6 +621,10 @@ public class TeamManager {
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}
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public void handleEvtDoSkillSuccNotify(GameSession session, int skillId, int casterId) {
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if (!GAME_OPTIONS.energyUsage) {
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return;
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}
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// Determine the entity that has cast the skill.
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Optional<EntityAvatar> caster = this.getActiveTeam().stream()
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.filter(character -> character.getId() == casterId)
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@ -176,6 +176,7 @@ public class ConfigContainer {
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public boolean watchGachaConfig = false;
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public boolean enableShopItems = true;
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public boolean staminaUsage = true;
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public boolean energyUsage = false;
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public Rates rates = new Rates();
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public static class InventoryLimits {
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