public override void Compose(ServerPacket packet) { packet.WriteInteger(GameId); packet.WriteInteger(Achievements.Count); foreach (Achievement Ach in Achievements.ToList()) { UserAchievement UserData = Habbo.GetAchievementData(Ach.GroupName); int TargetLevel = (UserData != null ? UserData.Level + 1 : 1); AchievementLevel TargetLevelData = Ach.Levels[TargetLevel]; packet.WriteInteger(Ach.Id); // ach id packet.WriteInteger(TargetLevel); // target level packet.WriteString(Ach.GroupName + TargetLevel); // badge packet.WriteInteger(TargetLevelData.Requirement); // requirement packet.WriteInteger(TargetLevelData.Requirement); // requirement packet.WriteInteger(TargetLevelData.RewardPixels); // pixels packet.WriteInteger(0); // ach score packet.WriteInteger(UserData != null ? UserData.Progress : 0); // Current progress packet.WriteBoolean(UserData != null ? (UserData.Level >= Ach.Levels.Count) : false); // Set 100% completed(??) packet.WriteString(Ach.Category); packet.WriteString("basejump"); packet.WriteInteger(0); // total levels packet.WriteInteger(0); } packet.WriteString(""); }
/// <summary> /// Progresses the user achievement. /// </summary> /// <param name="session">The session.</param> /// <param name="achievementGroup">The achievement group.</param> /// <param name="progressAmount">The progress amount.</param> /// <param name="fromZero">if set to <c>true</c> [from zero].</param> /// <returns><c>true</c> if XXXX, <c>false</c> otherwise.</returns> internal bool ProgressUserAchievement(GameClient session, string achievementGroup, uint progressAmount, bool fromZero = false) { if (Achievements.ContainsKey(achievementGroup) && session?.GetHabbo() != null) { Achievement achievement = Achievements[achievementGroup]; Habbo user = session.GetHabbo(); // Get UserAchievementData, if the user doesn't has the Achievement, create a new. UserAchievement userAchievement = user.Achievements.ContainsKey(achievementGroup) ? user.GetAchievementData(achievementGroup) : new UserAchievement(achievementGroup, 0, 0); // If is a New Achievement is fromZero if (!user.Achievements.ContainsKey(achievementGroup)) { fromZero = true; } // If user hasn't the Achievement, after created the new, Must add in Collections. if (!user.Achievements.ContainsKey(achievementGroup)) { user.Achievements.Add(achievementGroup, userAchievement); } // Get Achievement userAchievement = user.Achievements[achievementGroup]; // Total Levels from this Achievement uint achievementLevelsCount = (uint)achievement.Levels.Count; // Get User Achievement Level uint achievementCurrentLevel = userAchievement.Level; // Get User Achievement Progress uint achievementCurrentProgress = userAchievement.Progress; // If the next Level is the last level must set to Levels.Count (Ex: 38 Levels => .Count = 37 (Max Level in the Array, but .Count 37 == 38, Soo need put Level - 1) uint achievementNextLevel = achievementCurrentLevel + 1 > achievementLevelsCount ? achievementLevelsCount : achievementCurrentLevel + 1; // Set Achievement Progress uint achievementProgress = achievementCurrentProgress + progressAmount; // If he has already the Max, something is wrong. if (achievementCurrentLevel == achievementLevelsCount) { return(false); } // Get Next Level Data AchievementLevel achievementNextLevelData = achievement.Levels[achievementNextLevel]; // if progress isn't sufficient or, isn't new Achievement if (achievementProgress < achievementNextLevelData.Requirement || achievementCurrentLevel >= 1) { fromZero = false; } // If progress is sufficient to next level, or is new Achievement if (achievementProgress >= achievementNextLevelData.Requirement || (achievementCurrentLevel < 1)) { fromZero = true; } // if is a new level (but level isn't 0) if (achievementProgress >= achievementNextLevelData.Requirement) { achievementProgress = 0; } // If is new Level if (fromZero) { // Set Level userAchievement.SetLevel(achievementNextLevel); // Set Progress userAchievement.SetProgress(achievementProgress); // Give Reward Points user.AchievementPoints += achievementNextLevelData.RewardPoints; user.NotifyNewPixels(achievementNextLevelData.RewardPixels); user.Duckets += achievementNextLevelData.RewardPixels; // Update Points Balance user.UpdateActivityPointsBalance(); // Remove old Badge - (Is not problem if is First Level Badge, because if the user hasn't the badg, simply, will not remove. user.GetBadgeComponent() .RemoveBadge(Convert.ToString($"{achievementGroup}{achievementNextLevel - 1}"), session); // Give new Badge user.GetBadgeComponent().GiveBadge($"{achievementGroup}{achievementNextLevel}", true, session); // Update in Database using (IQueryAdapter queryReactor = Yupi.GetDatabaseManager().GetQueryReactor()) queryReactor.RunFastQuery( $"REPLACE INTO users_achievements VALUES ('{user.Id}', '{achievementGroup}', '{achievementNextLevel}', '{achievementProgress}')"); // Send Unlocked Composer session.SendMessage(AchievementUnlockedComposer.Compose(achievement, achievementNextLevel, achievementNextLevelData.RewardPoints, achievementNextLevelData.RewardPixels)); // Send Score Composer session.SendMessage(AchievementScoreUpdateComposer.Compose(user.AchievementPoints)); // Send Progress Composer session.SendMessage(AchievementProgressComposer.Compose(achievement, achievementNextLevel, achievementNextLevelData, achievementLevelsCount, userAchievement)); // Set Talent if ( Yupi.GetGame() .GetTalentManager() .Talents.Values.Any(talent => talent.AchievementGroup == achievementGroup)) { Yupi.GetGame() .GetTalentManager() .CompleteUserTalent(session, Yupi.GetGame().GetTalentManager().GetTalentData(achievementGroup)); } } else { // Get Current Level Data AchievementLevel achievementCurrentLevelData = achievement.Levels[achievementCurrentLevel]; // It's the Same Level userAchievement.SetLevel(achievementCurrentLevel); // But increase Progress userAchievement.SetProgress(achievementProgress); // Update in Database using (IQueryAdapter queryReactor = Yupi.GetDatabaseManager().GetQueryReactor()) queryReactor.RunFastQuery( $"REPLACE INTO users_achievements VALUES ('{user.Id}', '{achievementGroup}', '{achievementCurrentLevel}', '{achievementProgress}')"); // Compose Current Data session.SendMessage(AchievementProgressComposer.Compose(achievement, achievementCurrentLevel, achievementCurrentLevelData, achievementLevelsCount, userAchievement)); } // Send User New Data GameClientMessageHandler messageHandler = session.GetMessageHandler(); messageHandler.GetResponse().Init(LibraryParser.OutgoingRequest("UpdateUserDataMessageComposer")); messageHandler.GetResponse().AppendInteger(-1); messageHandler.GetResponse().AppendString(user.Look); messageHandler.GetResponse().AppendString(user.Gender.ToLower()); messageHandler.GetResponse().AppendString(user.Motto); messageHandler.GetResponse().AppendInteger(user.AchievementPoints); messageHandler.SendResponse(); return(true); } return(false); }
/// <summary> /// Actualiza el progreso una recompensa. /// </summary> /// <param name="Session"></param> /// <param name="UserId"></param> /// <param name="AchievementGroup"></param> /// <param name="ProgressAmount"></param> /// <returns></returns> public bool ProgressUserAchievement(uint UserId, string AchievementGroup, int ProgressAmount) { Habbo Habbo = UsersCache.getHabboCache(UserId); if (Habbo == null) { return(false); } GameClient Session = Habbo.GetClient(); Achievement AchievementData = GetAchievementByName(AchievementGroup); if (AchievementData == null) { return(false); } UserAchievement UserData = Habbo.GetAchievementData(AchievementGroup); if (UserData == null) { UserData = new UserAchievement(AchievementGroup, 0, 0); Habbo.Achievements.Add(AchievementGroup, UserData); } uint TotalLevels = (uint)AchievementData.Levels.Length; if (UserData.Level == TotalLevels) { return(false); // ya está todo completado } uint TargetLevel = UserData.Level + 1; if (TargetLevel > TotalLevels) { TargetLevel = TotalLevels; } uint TargetRequeriment = AchievementData.Levels[TargetLevel - 1]; UserData.Progress += ProgressAmount; if (UserData.Progress >= TargetRequeriment) { UserData.Level++; if (TargetLevel == 1) { Habbo.GetBadgeComponent().GiveBadge(AchievementGroup + TargetLevel); } else { Habbo.GetBadgeComponent().UpdateBadge(AchievementGroup + TargetLevel); } Habbo.AchievementPoints += AchievementData.Reward; if (Session != null) { Session.SendMessage(AchievementUnlockedComposer.Compose(AchievementData, TargetLevel, AchievementData.Reward)); Session.SendMessage(AchievementScoreUpdateComposer.Compose(Habbo.AchievementPoints)); } } if (Session != null) { Session.SendMessage(AchievementProgressComposer.Compose(AchievementData, UserData)); } using (IQueryAdapter dbClient = OtanixEnvironment.GetDatabaseManager().getQueryreactor()) { dbClient.setQuery("REPLACE INTO user_achievements VALUES (" + Habbo.Id + ", @group, " + UserData.Level + ", " + UserData.Progress + ")"); dbClient.addParameter("group", AchievementGroup); dbClient.runQuery(); } if (Session == null) { Habbo.SaveBadges(); } return(true); }