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Add a rough implementation for NA/CA energy generation.
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@ -17,10 +17,14 @@ import emu.grasscutter.game.player.Player;
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import emu.grasscutter.game.props.ElementType;
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import emu.grasscutter.game.props.ElementType;
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import emu.grasscutter.game.props.FightProperty;
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import emu.grasscutter.game.props.FightProperty;
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import emu.grasscutter.net.proto.AbilityActionGenerateElemBallOuterClass.AbilityActionGenerateElemBall;
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import emu.grasscutter.net.proto.AbilityActionGenerateElemBallOuterClass.AbilityActionGenerateElemBall;
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import emu.grasscutter.net.proto.AbilityIdentifierOuterClass.AbilityIdentifier;
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import emu.grasscutter.net.proto.AbilityInvokeEntryOuterClass.AbilityInvokeEntry;
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import emu.grasscutter.net.proto.AbilityInvokeEntryOuterClass.AbilityInvokeEntry;
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import emu.grasscutter.net.proto.AttackResultOuterClass.AttackResult;
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import emu.grasscutter.net.proto.EvtBeingHitInfoOuterClass.EvtBeingHitInfo;
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import emu.grasscutter.net.proto.PropChangeReasonOuterClass.PropChangeReason;
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import emu.grasscutter.net.proto.PropChangeReasonOuterClass.PropChangeReason;
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import emu.grasscutter.server.game.GameSession;
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import emu.grasscutter.server.game.GameSession;
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import emu.grasscutter.utils.Position;
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import emu.grasscutter.utils.Position;
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import it.unimi.dsi.fastutil.ints.Int2IntMap;
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import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
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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 it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap;
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@ -29,9 +33,12 @@ import static emu.grasscutter.Configuration.GAME_OPTIONS;
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import java.io.InputStreamReader;
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import java.io.InputStreamReader;
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import java.io.Reader;
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import java.io.Reader;
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import java.util.Collection;
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import java.util.Collection;
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import java.util.HashMap;
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import java.util.List;
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import java.util.List;
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import java.util.Map;
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import java.util.Optional;
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import java.util.Optional;
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import java.util.concurrent.ThreadLocalRandom;
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import java.util.concurrent.ThreadLocalRandom;
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import static java.util.Map.entry;
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import com.google.gson.reflect.TypeToken;
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import com.google.gson.reflect.TypeToken;
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import com.google.protobuf.InvalidProtocolBufferException;
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import com.google.protobuf.InvalidProtocolBufferException;
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@ -43,6 +50,7 @@ public class EnergyManager {
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public EnergyManager(Player player) {
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public EnergyManager(Player player) {
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this.player = player;
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this.player = player;
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this.avatarNormalProbabilities = new HashMap<>();
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}
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}
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public Player getPlayer() {
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public Player getPlayer() {
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@ -82,32 +90,6 @@ public class EnergyManager {
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/**********
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/**********
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Particle creation for elemental skills.
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Particle creation for elemental skills.
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**********/
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**********/
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private Optional<EntityAvatar> getCastingAvatarEntityForElemBall(int invokeEntityId) {
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// To determine the avatar that has cast the skill that caused the energy particle to be generated,
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// we have to look at the entity that has invoked the ability. This can either be that avatar directly,
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// or it can be an `EntityClientGadget`, owned (some way up the owner hierarchy) by the avatar
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// that cast the skill.
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// Try to get the invoking entity from the scene.
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GameEntity entity = player.getScene().getEntityById(invokeEntityId);
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// Determine the ID of the entity that originally cast this skill. If the scene entity is null,
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// or not an `EntityClientGadget`, we assume that we are directly looking at the casting avatar
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// (the null case will happen if the avatar was switched out between casting the skill and the
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// particle being generated). If the scene entity is an `EntityClientGadget`, we need to find the
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// ID of the original owner of that gadget.
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int avatarEntityId =
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(!(entity instanceof EntityClientGadget))
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? invokeEntityId
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: ((EntityClientGadget)entity).getOriginalOwnerEntityId();
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// Finally, find the avatar entity in the player's team.
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return player.getTeamManager().getActiveTeam()
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.stream()
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.filter(character -> character.getId() == avatarEntityId)
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.findFirst();
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}
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private int getBallCountForAvatar(int avatarId) {
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private int getBallCountForAvatar(int avatarId) {
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// We default to two particles.
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// We default to two particles.
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int count = 2;
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int count = 2;
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@ -171,7 +153,7 @@ public class EnergyManager {
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int amount = 2;
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int amount = 2;
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// Try to get the casting avatar from the player's party.
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// Try to get the casting avatar from the player's party.
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Optional<EntityAvatar> avatarEntity = getCastingAvatarEntityForElemBall(invoke.getEntityId());
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Optional<EntityAvatar> avatarEntity = getCastingAvatarEntityForEnergy(invoke.getEntityId());
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// Bug: invokes twice sometimes, Ayato, Keqing
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// Bug: invokes twice sometimes, Ayato, Keqing
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// ToDo: deal with press, hold difference. deal with charge(Beidou, Yunjin)
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// ToDo: deal with press, hold difference. deal with charge(Beidou, Yunjin)
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@ -257,6 +239,92 @@ public class EnergyManager {
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}
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}
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}
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}
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/**********
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Energy generation for NAs/CAs.
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**********/
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private final static Map<String, Integer> initialNormalProbability = Map.ofEntries(
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entry("WEAPON_SWORD_ONE_HAND", 10),
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entry("WEAPON_BOW", 0),
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entry("WEAPON_CLAYMORE", 0),
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entry("WEAPON_POLE", 0),
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entry("WEAPON_CATALYST", 0)
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);
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private final static Map<String, Integer> increaseNormalProbability = Map.ofEntries(
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entry("WEAPON_SWORD_ONE_HAND", 5),
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entry("WEAPON_BOW", 5),
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entry("WEAPON_CLAYMORE", 10),
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entry("WEAPON_POLE", 4),
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entry("WEAPON_CATALYST", 10)
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);
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private final Map<EntityAvatar, Integer> avatarNormalProbabilities;
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private void generateEnergyForNormalAndCharged(EntityAvatar avatar) {
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// This logic is based on the descriptions given in
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// https://genshin-impact.fandom.com/wiki/Energy#Energy_Generated_by_Normal_Attacks
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// https://library.keqingmains.com/combat-mechanics/energy#auto-attacking
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// Those descriptions are lacking in some information, so this implementation most likely
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// does not fully replicate the behavior of the official server. Open questions:
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// - Does the probability for a character reset after some time?
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// - Does the probability for a character reset when switching them out?
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// - Does this really count every individual hit separately?
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// Make sure the avatar's weapon type makes sense.
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String weaponType = avatar.getAvatar().getAvatarData().getWeaponType();
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if (!initialNormalProbability.containsKey(weaponType)) {
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return;
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}
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// Check if we already have probability data for this avatar. If not, insert it.
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if (!this.avatarNormalProbabilities.containsKey(avatar)) {
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this.avatarNormalProbabilities.put(avatar, initialNormalProbability.get(weaponType));
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}
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// Roll for energy.
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int currentProbability = this.avatarNormalProbabilities.get(avatar);
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int roll = ThreadLocalRandom.current().nextInt(0, 100);
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// If the player wins the roll, we increase the avatar's energy and reset the probability.
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if (roll < currentProbability) {
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avatar.addEnergy(1.0f, PropChangeReason.PROP_CHANGE_REASON_ABILITY, false);
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this.avatarNormalProbabilities.put(avatar, initialNormalProbability.get(weaponType));
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}
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// Otherwise, we increase the probability for the next hit.
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else {
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this.avatarNormalProbabilities.put(avatar, currentProbability + increaseNormalProbability.get(weaponType));
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}
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}
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public void handleAttackHit(EvtBeingHitInfo hitInfo) {
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// Get the attack result.
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AttackResult attackRes = hitInfo.getAttackResult();
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// Make sure the attack was performed by the currently active avatar. If not, we ignore the hit.
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Optional<EntityAvatar> attackerEntity = this.getCastingAvatarEntityForEnergy(attackRes.getAttackerId());
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if (attackerEntity.isEmpty() || this.player.getTeamManager().getCurrentAvatarEntity().getId() != attackerEntity.get().getId()) {
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return;
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}
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// Get the ability that caused this hit.
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AbilityIdentifier ability = attackRes.getAbilityIdentifier();
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// Make sure there is no actual "ability" associated with the hit. For now, this is how we
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// identify normal and charged attacks. Note that this is not completely accurate:
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// - Many character's charged attacks have an ability associated with them. This means that,
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// for now, we don't identify charged attacks reliably.
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// - There might also be some cases where we incorrectly identify something as a normal or
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// charged attack that is not (Diluc's E?).
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// - Catalyst normal attacks have an ability, so we don't handle those for now.
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// ToDo: Fix all of that.
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if (ability != AbilityIdentifier.getDefaultInstance()) {
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return;
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}
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// Handle the energy generation.
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this.generateEnergyForNormalAndCharged(attackerEntity.get());
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}
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/**********
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/**********
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Energy logic related to using skills.
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Energy logic related to using skills.
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**********/
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**********/
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@ -346,4 +414,30 @@ public class EnergyManager {
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EntityItem energyBall = new EntityItem(this.getPlayer().getScene(), this.getPlayer(), itemData, position, count);
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EntityItem energyBall = new EntityItem(this.getPlayer().getScene(), this.getPlayer(), itemData, position, count);
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this.getPlayer().getScene().addEntity(energyBall);
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this.getPlayer().getScene().addEntity(energyBall);
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}
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}
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private Optional<EntityAvatar> getCastingAvatarEntityForEnergy(int invokeEntityId) {
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// To determine the avatar that has cast the skill that caused the energy particle to be generated,
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// we have to look at the entity that has invoked the ability. This can either be that avatar directly,
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// or it can be an `EntityClientGadget`, owned (some way up the owner hierarchy) by the avatar
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// that cast the skill.
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// Try to get the invoking entity from the scene.
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GameEntity entity = player.getScene().getEntityById(invokeEntityId);
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// Determine the ID of the entity that originally cast this skill. If the scene entity is null,
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// or not an `EntityClientGadget`, we assume that we are directly looking at the casting avatar
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// (the null case will happen if the avatar was switched out between casting the skill and the
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// particle being generated). If the scene entity is an `EntityClientGadget`, we need to find the
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// ID of the original owner of that gadget.
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int avatarEntityId =
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(!(entity instanceof EntityClientGadget))
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? invokeEntityId
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: ((EntityClientGadget)entity).getOriginalOwnerEntityId();
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// Finally, find the avatar entity in the player's team.
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return player.getTeamManager().getActiveTeam()
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.stream()
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.filter(character -> character.getId() == avatarEntityId)
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.findFirst();
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}
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}
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}
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@ -32,6 +32,7 @@ public class HandlerCombatInvocationsNotify extends PacketHandler {
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// Handle damage
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// Handle damage
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EvtBeingHitInfo hitInfo = EvtBeingHitInfo.parseFrom(entry.getCombatData());
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EvtBeingHitInfo hitInfo = EvtBeingHitInfo.parseFrom(entry.getCombatData());
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session.getPlayer().getAttackResults().add(hitInfo.getAttackResult());
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session.getPlayer().getAttackResults().add(hitInfo.getAttackResult());
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session.getPlayer().getEnergyManager().handleAttackHit(hitInfo);
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break;
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break;
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case COMBAT_TYPE_ARGUMENT_ENTITY_MOVE:
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case COMBAT_TYPE_ARGUMENT_ENTITY_MOVE:
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// Handle movement
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// Handle movement
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