Hide resin from map when disabled
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@ -1,5 +1,7 @@
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package emu.grasscutter.server.packet.send;
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import static emu.grasscutter.config.Configuration.GAME_OPTIONS;
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import emu.grasscutter.data.GameData;
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import emu.grasscutter.data.excels.OpenStateData;
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import emu.grasscutter.game.player.Player;
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@ -19,17 +21,21 @@ public class PacketOpenStateUpdateNotify extends BasePacket {
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OpenStateUpdateNotify.Builder proto = OpenStateUpdateNotify.newBuilder();
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for (OpenStateData state : GameData.getOpenStateList()) {
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GameData.getOpenStateList().stream().map(OpenStateData::getId).forEach(id -> {
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if ((id == 45) && !GAME_OPTIONS.resinOptions.resinUsage) {
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proto.putOpenStateMap(45, 0); // Remove resin from map
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return;
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}
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// If the player has an open state stored in their map, then it would always override any default value
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if (player.getOpenStates().containsKey(state.getId())) {
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proto.putOpenStateMap(state.getId(), player.getProgressManager().getOpenState(state.getId()));
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if (player.getOpenStates().containsKey(id)) {
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proto.putOpenStateMap(id, player.getProgressManager().getOpenState(id));
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}
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// Otherwise, add the state if it is contained in the set of default open states.
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else if (PlayerProgressManager.DEFAULT_OPEN_STATES.contains(state.getId())) {
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proto.putOpenStateMap(state.getId(), 1);
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else if (PlayerProgressManager.DEFAULT_OPEN_STATES.contains(id)) {
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proto.putOpenStateMap(id, 1);
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}
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}
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});
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this.setData(proto);
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}
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}
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