implement team item rewards

This commit is contained in:
Martin Michelsen
2023-11-29 18:28:54 -08:00
parent b09269eabc
commit ba8917e50d
4 changed files with 28 additions and 11 deletions
+4 -2
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@@ -3289,7 +3289,7 @@ struct S_Unknown_BB_0CEA {
// 0EEA (S->C): Team name // 0EEA (S->C): Team name
struct S_Unknown_BB_0EEA { struct S_TeamName_BB_0EEA {
parray<uint8_t, 0x10> unused; parray<uint8_t, 0x10> unused;
pstring<TextEncoding::UTF16, 0x10> team_name; pstring<TextEncoding::UTF16, 0x10> team_name;
} __packed__; } __packed__;
@@ -3433,7 +3433,9 @@ struct C_Unknown_BB_1EEA {
// response to whatever 1EEA does. // response to whatever 1EEA does.
// 20EA: Unknown // 20EA: Unknown
// header.flag is used, but no other arguments // header.flag is used, but no other arguments. When sent by the server,
// header.flag is an error code, similar to various other result commands in
// this section.
// EB (S->C): Add player to spectator team (Episode 3) // EB (S->C): Add player to spectator team (Episode 3)
// Same format and usage as 65 and 68 commands, but sent to spectators in a // Same format and usage as 65 and 68 commands, but sent to spectators in a
+4 -8
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@@ -4615,7 +4615,7 @@ static void on_EA_BB(shared_ptr<Client> c, uint16_t command, uint32_t flag, stri
case 0x0DEA: { case 0x0DEA: {
auto team = c->team(); auto team = c->team();
if (team) { if (team) {
S_Unknown_BB_0EEA cmd; S_TeamName_BB_0EEA cmd;
cmd.team_name.encode(team->name, c->language()); cmd.team_name.encode(team->name, c->language());
send_command_t(c, 0x0EEA, 0x00000000, cmd); send_command_t(c, 0x0EEA, 0x00000000, cmd);
} else { } else {
@@ -4736,13 +4736,6 @@ static void on_EA_BB(shared_ptr<Client> c, uint16_t command, uint32_t flag, stri
throw runtime_error("team reward already purchased"); throw runtime_error("team reward already purchased");
} }
if (!reward.reward_item.empty()) {
// TODO: How do we do this? Do we just send a 6xBE in the lobby?
// (Once this is figured out, don't forget to move this block to after
// the reward is actually purchased)
throw runtime_error("team reward items are not implemented");
}
s->team_index->buy_reward(team->team_id, reward.key, reward.team_points, reward.reward_flag); s->team_index->buy_reward(team->team_id, reward.key, reward.team_points, reward.reward_flag);
if (reward.reward_flag != TeamIndex::Team::RewardFlag::NONE) { if (reward.reward_flag != TeamIndex::Team::RewardFlag::NONE) {
@@ -4754,6 +4747,9 @@ static void on_EA_BB(shared_ptr<Client> c, uint16_t command, uint32_t flag, stri
} }
} }
} }
if (!reward.reward_item.empty()) {
c->game_data.character()->bank.add_item(reward.reward_item);
}
} }
break; break;
} }
+5
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@@ -3453,11 +3453,16 @@ void send_team_reward_list(std::shared_ptr<Client> c, bool show_purchased) {
} }
auto s = c->require_server_state(); auto s = c->require_server_state();
bool show_item_rewards = show_purchased || (c->game_data.character()->bank.num_items < 200);
vector<S_TeamRewardList_BB_19EA_1AEA::Entry> entries; vector<S_TeamRewardList_BB_19EA_1AEA::Entry> entries;
for (const auto& reward : s->team_index->reward_definitions()) { for (const auto& reward : s->team_index->reward_definitions()) {
if (team->has_reward(reward.key) != show_purchased) { if (team->has_reward(reward.key) != show_purchased) {
continue; continue;
} }
if (!show_item_rewards && !reward.reward_item.empty()) {
continue;
}
bool has_all_prerequisites = true; bool has_all_prerequisites = true;
for (const auto& key : reward.prerequisite_keys) { for (const auto& key : reward.prerequisite_keys) {
if (!team->has_reward(key)) { if (!team->has_reward(key)) {
+15 -1
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@@ -559,7 +559,21 @@
// limitation, and must be at least 1. // limitation, and must be at least 1.
"BBGlobalEXPMultiplier": 1, "BBGlobalEXPMultiplier": 1,
// BB team reward definitions. // BB team reward definitions. Team rewards have the following fields:
// Key: Internal name of the reward. Must be unique across all rewards.
// Name: Reward name shown to the player.
// Description: Reward description shown to the player.
// Points: Cost in team points.
// PrerequisiteKeys: List of reward keys required to be purchased before
// this reward can be purchased.
// RewardFlag: Flag in the client's team rewards field. Not used for most
// rewards; only rewards that change client behavior need this.
// RewardItem: Item to be given to the team master when this reward is
// purchased. If the master's bank is full, item rewards do not appear in
// the purchase list.
// IsUnique: If false, the reward can be purchased multiple times (this only
// really makes sense for item rewards). If true or omitted, the reward
// can only be purchased once.
"TeamRewards": [ "TeamRewards": [
{ {
"Key": "TeamFlag", "Key": "TeamFlag",