Hide resin from map when disabled

This commit is contained in:
AnimeGitB 2022-08-10 17:40:00 +09:30 committed by Luke H-W
parent a436ae9fe1
commit 4b03770ec1
1 changed files with 13 additions and 7 deletions

View File

@ -1,5 +1,7 @@
package emu.grasscutter.server.packet.send;
import static emu.grasscutter.config.Configuration.GAME_OPTIONS;
import emu.grasscutter.data.GameData;
import emu.grasscutter.data.excels.OpenStateData;
import emu.grasscutter.game.player.Player;
@ -19,17 +21,21 @@ public class PacketOpenStateUpdateNotify extends BasePacket {
OpenStateUpdateNotify.Builder proto = OpenStateUpdateNotify.newBuilder();
for (OpenStateData state : GameData.getOpenStateList()) {
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(state.getId())) {
proto.putOpenStateMap(state.getId(), player.getProgressManager().getOpenState(state.getId()));
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(state.getId())) {
proto.putOpenStateMap(state.getId(), 1);
else if (PlayerProgressManager.DEFAULT_OPEN_STATES.contains(id)) {
proto.putOpenStateMap(id, 1);
}
}
});
this.setData(proto);
}
}