예제 #1
0
        public void Read(CombinationMail mail)
        {
            var avatarAddress   = States.Instance.CurrentAvatarState.address;
            var attachment      = (CombinationConsumable.ResultModel)mail.attachment;
            var itemBase        = attachment.itemUsable ?? (ItemBase)attachment.costume;
            var nonFungibleItem = attachment.itemUsable ?? (INonFungibleItem)attachment.costume;
            var popup           = Find <CombinationResultPopup>();
            var materialItems   = attachment.materials
                                  .Select(pair => new { pair, item = pair.Key })
                                  .Select(t => new CombinationMaterial(
                                              t.item,
                                              t.pair.Value,
                                              t.pair.Value,
                                              t.pair.Value))
                                  .ToList();
            var model = new UI.Model.CombinationResultPopup(new CountableItem(itemBase, 1))
            {
                isSuccess     = true,
                materialItems = materialItems
            };

            model.OnClickSubmit.Subscribe(_ =>
            {
                LocalLayerModifier.AddItem(avatarAddress, nonFungibleItem.ItemId, false);
                LocalLayerModifier.RemoveNewAttachmentMail(avatarAddress, mail.id, false);
                LocalLayerModifier.RemoveAttachmentResult(avatarAddress, mail.id);
                LocalLayerModifier.ModifyAvatarItemRequiredIndex(
                    avatarAddress,
                    nonFungibleItem.ItemId,
                    Game.Game.instance.Agent.BlockIndex);
            });
            popup.Pop(model);
        }
예제 #2
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        public void Read(SellCancelMail mail)
        {
            var avatarAddress   = States.Instance.CurrentAvatarState.address;
            var attachment      = (SellCancellation.Result)mail.attachment;
            var itemBase        = attachment.itemUsable ?? (ItemBase)attachment.costume;
            var nonFungibleItem = attachment.itemUsable ?? (INonFungibleItem)attachment.costume;
            //TODO 관련 기획이 끝나면 별도 UI를 생성
            var popup = Find <ItemCountAndPricePopup>();
            var model = new UI.Model.ItemCountAndPricePopup();

            model.TitleText.Value         = L10nManager.Localize("UI_RETRIEVE");
            model.InfoText.Value          = L10nManager.Localize("UI_SELL_CANCEL_INFO");
            model.PriceInteractable.Value = false;
            model.Price.Value             = attachment.shopItem.Price;
            model.CountEnabled.Value      = false;
            model.Item.Value = new CountEditableItem(itemBase, 1, 1, 1);
            model.OnClickSubmit.Subscribe(_ =>
            {
                LocalLayerModifier.AddItem(avatarAddress, nonFungibleItem.ItemId, false);
                LocalLayerModifier.RemoveNewAttachmentMail(avatarAddress, mail.id);
                popup.Close();
            }).AddTo(gameObject);
            model.OnClickCancel.Subscribe(_ =>
            {
                //TODO 재판매 처리추가되야함\
                LocalLayerModifier.AddItem(avatarAddress, nonFungibleItem.ItemId, false);
                LocalLayerModifier.RemoveNewAttachmentMail(avatarAddress, mail.id);
                popup.Close();
            }).AddTo(gameObject);
            popup.Pop(model);
        }
예제 #3
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        private static void UpdateLocalState(int questId, Dictionary <int, int> rewards)
        {
            if (rewards is null)
            {
                var sb = new StringBuilder($"[{nameof(CelebratesPopup)}]");
                sb.Append($"Argument {nameof(rewards)} is null.");
                Debug.LogError(sb.ToString());
                return;
            }

            var avatarAddress = States.Instance.CurrentAvatarState.address;

            foreach (var reward in rewards)
            {
                var materialRow = Game.Game.instance.TableSheets.MaterialItemSheet
                                  .First(pair => pair.Key == reward.Key);

                LocalLayerModifier.AddItem(
                    avatarAddress,
                    materialRow.Value.ItemId,
                    reward.Value,
                    false);
            }

            LocalLayerModifier.RemoveReceivableQuest(avatarAddress, questId);
        }
예제 #4
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        private void ResponseUnrenderItemEnhancement(ActionBase.ActionEvaluation <ItemEnhancement5> eval)
        {
            var agentAddress  = eval.Signer;
            var avatarAddress = eval.Action.avatarAddress;
            var slot          = eval.OutputStates.GetCombinationSlotState(avatarAddress, eval.Action.slotIndex);
            var result        = (ItemEnhancement.ResultModel)slot.Result;
            var itemUsable    = result.itemUsable;
            var avatarState   = eval.OutputStates.GetAvatarState(avatarAddress);

            // NOTE: 사용한 자원에 대한 레이어 다시 추가하기.
            LocalLayerModifier.ModifyAgentGold(agentAddress, -result.gold);
            LocalLayerModifier.RemoveItem(avatarAddress, itemUsable.ItemId);
            foreach (var itemId in result.materialItemIdList)
            {
                // NOTE: 최종적으로 UpdateCurrentAvatarState()를 호출한다면, 그곳에서 상태를 새로 설정할 것이다.
                LocalLayerModifier.RemoveItem(avatarAddress, itemId);
            }

            // NOTE: 메일 레이어 다시 없애기.
            LocalLayerModifier.AddItem(avatarAddress, itemUsable.ItemId, false);
            LocalLayerModifier.RemoveNewAttachmentMail(avatarAddress, result.id);

            // NOTE: 워크샵 슬롯의 모든 휘발성 상태 변경자를 다시 추가하기.
            var otherItemId = result.materialItemIdList.First();

            LocalLayerModifier.ModifyCombinationSlotItemEnhancement(
                itemUsable.ItemId,
                otherItemId,
                eval.Action.slotIndex);

            UpdateAgentState(eval);
            UpdateCurrentAvatarState(eval);
            UpdateCombinationSlotState(slot);
            UnrenderQuest(avatarAddress, avatarState.questList.completedQuestIds);
        }
예제 #5
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        private void ResponseItemEnhancement(ActionBase.ActionEvaluation <ItemEnhancement> eval)
        {
            if (eval.Exception is null)
            {
                var agentAddress  = eval.Signer;
                var avatarAddress = eval.Action.avatarAddress;
                var slot          = eval.OutputStates.GetCombinationSlotState(avatarAddress, eval.Action.slotIndex);
                var result        = (ItemEnhancement.ResultModel)slot.Result;
                var itemUsable    = result.itemUsable;
                var avatarState   = eval.OutputStates.GetAvatarState(avatarAddress);

                // NOTE: 사용한 자원에 대한 레이어 벗기기.
                LocalLayerModifier.ModifyAgentGold(agentAddress, result.gold);
                LocalLayerModifier.AddItem(avatarAddress, itemUsable.ItemId, false);
                foreach (var itemId in result.materialItemIdList)
                {
                    // NOTE: 최종적으로 UpdateCurrentAvatarState()를 호출한다면, 그곳에서 상태를 새로 설정할 것이다.
                    LocalLayerModifier.AddItem(avatarAddress, itemId, false);
                }

                // NOTE: 메일 레이어 씌우기.
                LocalLayerModifier.RemoveItem(avatarAddress, itemUsable.ItemId);
                LocalLayerModifier.AddNewAttachmentMail(avatarAddress, result.id);

                // NOTE: 워크샵 슬롯의 모든 휘발성 상태 변경자를 제거하기.
                LocalLayerModifier.ResetCombinationSlot(slot);

                // NOTE: 노티 예약 걸기.
                var format = L10nManager.Localize("NOTIFICATION_ITEM_ENHANCEMENT_COMPLETE");
                UI.Notification.Reserve(
                    MailType.Workshop,
                    string.Format(format, result.itemUsable.GetLocalizedName()),
                    slot.UnlockBlockIndex,
                    result.itemUsable.ItemId);

                //[TentuPlay] 장비강화, 골드사용
                //Local에서 변경하는 States.Instance 보다는 블락에서 꺼내온 eval.OutputStates를 사용
                if (eval.OutputStates.TryGetGoldBalance(agentAddress, GoldCurrency, out var outAgentBalance))
                {
                    var total = outAgentBalance -
                                new FungibleAssetValue(outAgentBalance.Currency, result.gold, 0);
                    new TPStashEvent().CharacterCurrencyUse(
                        player_uuid: agentAddress.ToHex(),
                        character_uuid: States.Instance.CurrentAvatarState.address.ToHex().Substring(0, 4),
                        currency_slug: "gold",
                        currency_quantity: (float)result.gold,
                        currency_total_quantity: float.Parse(total.GetQuantityString()),
                        reference_entity: entity.Items, //강화가 가능하므로 장비
                        reference_category_slug: "item_enhancement",
                        reference_slug: itemUsable.Id.ToString());
                }

                UpdateAgentState(eval);
                UpdateCurrentAvatarState(eval);
                UpdateCombinationSlotState(slot);
                RenderQuest(avatarAddress, avatarState.questList.completedQuestIds);
            }
        }
예제 #6
0
        private void ResponseCombinationConsumable(ActionBase.ActionEvaluation <CombinationConsumable> eval)
        {
            if (eval.Exception is null)
            {
                var agentAddress  = eval.Signer;
                var avatarAddress = eval.Action.AvatarAddress;
                var slot          = eval.OutputStates.GetCombinationSlotState(avatarAddress, eval.Action.slotIndex);
                var result        = (CombinationConsumable.ResultModel)slot.Result;
                var itemUsable    = result.itemUsable;
                var avatarState   = eval.OutputStates.GetAvatarState(avatarAddress);

                LocalLayerModifier.ModifyAgentGold(agentAddress, result.gold);
                LocalLayerModifier.ModifyAvatarActionPoint(avatarAddress, result.actionPoint);
                foreach (var pair in result.materials)
                {
                    // NOTE: 최종적으로 UpdateCurrentAvatarState()를 호출한다면, 그곳에서 상태를 새로 설정할 것이다.
                    LocalLayerModifier.AddItem(avatarAddress, pair.Key.ItemId, pair.Value, false);
                }

                LocalLayerModifier.RemoveItem(avatarAddress, itemUsable.ItemId);
                LocalLayerModifier.AddNewAttachmentMail(avatarAddress, result.id);
                LocalLayerModifier.ResetCombinationSlot(slot);

                var format = L10nManager.Localize("NOTIFICATION_COMBINATION_COMPLETE");
                UI.Notification.Reserve(
                    MailType.Workshop,
                    string.Format(format, result.itemUsable.GetLocalizedName()),
                    slot.UnlockBlockIndex,
                    result.itemUsable.ItemId
                    );
                AnalyticsManager.Instance.OnEvent(AnalyticsManager.EventName.ActionCombinationSuccess);

                //[TentuPlay] Consumable 합성에 사용한 골드 기록
                //Local에서 변경하는 States.Instance 보다는 블락에서 꺼내온 eval.OutputStates를 사용
                if (eval.OutputStates.TryGetGoldBalance(agentAddress, GoldCurrency, out var balance))
                {
                    var total = balance - new FungibleAssetValue(balance.Currency, result.gold, 0);
                    new TPStashEvent().CharacterCurrencyUse(
                        player_uuid: agentAddress.ToHex(),
                        character_uuid: States.Instance.CurrentAvatarState.address.ToHex().Substring(0, 4),
                        currency_slug: "gold",
                        currency_quantity: (float)result.gold,
                        currency_total_quantity: float.Parse(total.GetQuantityString()),
                        reference_entity: entity.Items,
                        reference_category_slug: "consumables_combination",
                        reference_slug: result.itemUsable.Id.ToString());
                }

                UpdateAgentState(eval);
                UpdateCurrentAvatarState(eval);
                UpdateCombinationSlotState(slot);
                RenderQuest(avatarAddress, avatarState.questList.completedQuestIds);
            }
        }
예제 #7
0
 private void ResponseChargeActionPoint(ActionBase.ActionEvaluation <ChargeActionPoint> eval)
 {
     if (eval.Exception is null)
     {
         var avatarAddress = eval.Action.avatarAddress;
         LocalLayerModifier.ModifyAvatarActionPoint(avatarAddress, -States.Instance.GameConfigState.ActionPointMax);
         var row = Game.Game.instance.TableSheets.MaterialItemSheet.Values.First(r =>
                                                                                 r.ItemSubType == ItemSubType.ApStone);
         LocalLayerModifier.AddItem(avatarAddress, row.ItemId, 1);
         UpdateCurrentAvatarState(eval);
     }
 }
예제 #8
0
        private void ResponseSellCancellation(ActionBase.ActionEvaluation <SellCancellation4> eval)
        {
            if (!(eval.Exception is null))
            {
                return;
            }

            var result          = eval.Action.result;
            var nonFungibleItem = result.itemUsable ?? (INonFungibleItem)result.costume;
            var avatarAddress   = eval.Action.sellerAvatarAddress;
            var itemId          = nonFungibleItem.ItemId;

            LocalLayerModifier.AddItem(avatarAddress, itemId);
            UpdateCurrentAvatarState(eval);
        }
예제 #9
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        private void ResponseDailyReward(ActionBase.ActionEvaluation <DailyReward> eval)
        {
            if (!(eval.Exception is null))
            {
                return;
            }

            var avatarAddress = eval.Action.avatarAddress;
            var itemId        = eval.Action.dailyRewardResult.materials.First().Key.ItemId;
            var itemCount     = eval.Action.dailyRewardResult.materials.First().Value;

            LocalLayerModifier.AddItem(avatarAddress, itemId, itemCount);
            UpdateCurrentAvatarState(eval);

            WidgetHandler.Instance.Menu.SetActiveActionPointLoading(true);
        }
예제 #10
0
        private void ResponseBuy(ActionBase.ActionEvaluation <Buy4> eval)
        {
            if (!(eval.Exception is null))
            {
                return;
            }

            var        buyerAvatarAddress = eval.Action.buyerAvatarAddress;
            var        price = eval.Action.sellerResult.shopItem.Price;
            Address    renderQuestAvatarAddress;
            List <int> renderQuestCompletedQuestIds;

            if (buyerAvatarAddress == States.Instance.CurrentAvatarState.address)
            {
                var buyerAgentAddress = States.Instance.AgentState.address;
                var result            = eval.Action.buyerResult;

                var itemId      = result.itemUsable?.ItemId ?? result.costume.ItemId;
                var buyerAvatar = eval.OutputStates.GetAvatarState(buyerAvatarAddress);

                LocalLayerModifier.ModifyAgentGold(buyerAgentAddress, -price);
                LocalLayerModifier.AddItem(buyerAvatarAddress, itemId);
                LocalLayerModifier.RemoveNewAttachmentMail(buyerAvatarAddress, result.id);

                renderQuestAvatarAddress     = buyerAvatarAddress;
                renderQuestCompletedQuestIds = buyerAvatar.questList.completedQuestIds;
            }
            else
            {
                var sellerAvatarAddress = eval.Action.sellerAvatarAddress;
                var sellerAgentAddress  = eval.Action.sellerAgentAddress;
                var result       = eval.Action.sellerResult;
                var gold         = result.gold;
                var sellerAvatar = eval.OutputStates.GetAvatarState(sellerAvatarAddress);

                LocalLayerModifier.ModifyAgentGold(sellerAgentAddress, gold);
                LocalLayerModifier.RemoveNewAttachmentMail(sellerAvatarAddress, result.id);

                renderQuestAvatarAddress     = sellerAvatarAddress;
                renderQuestCompletedQuestIds = sellerAvatar.questList.completedQuestIds;
            }

            UpdateAgentState(eval);
            UpdateCurrentAvatarState(eval);
            UnrenderQuest(renderQuestAvatarAddress, renderQuestCompletedQuestIds);
        }
예제 #11
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        public void Read(DailyRewardMail dailyRewardMail)
        {
            var avatarAddress = States.Instance.CurrentAvatarState.address;
            var attachment    = (DailyReward.DailyRewardResult)dailyRewardMail.attachment;
            var popup         = Find <DailyRewardItemPopup>();
            var materials     = attachment.materials;
            var material      = materials.First();

            var model = new UI.Model.ItemCountConfirmPopup();

            model.TitleText.Value = L10nManager.Localize("UI_DAILY_REWARD_POPUP_TITLE");
            model.Item.Value      = new CountEditableItem(material.Key, material.Value, material.Value, material.Value);
            model.OnClickSubmit.Subscribe(_ =>
            {
                LocalLayerModifier.AddItem(avatarAddress, material.Key.ItemId, material.Value, false);
                LocalLayerModifier.RemoveNewAttachmentMail(avatarAddress, dailyRewardMail.id);
                popup.Close();
            }).AddTo(gameObject);
            popup.Pop(model);
        }
예제 #12
0
        public void Read(ItemEnhanceMail itemEnhanceMail)
        {
            var avatarAddress   = States.Instance.CurrentAvatarState.address;
            var attachment      = (ItemEnhancement.ResultModel)itemEnhanceMail.attachment;
            var popup           = Find <CombinationResultPopup>();
            var itemBase        = attachment.itemUsable ?? (ItemBase)attachment.costume;
            var nonFungibleItem = attachment.itemUsable ?? (INonFungibleItem)attachment.costume;
            var model           = new UI.Model.CombinationResultPopup(new CountableItem(itemBase, 1))
            {
                isSuccess     = true,
                materialItems = new List <CombinationMaterial>()
            };

            model.OnClickSubmit.Subscribe(_ =>
            {
                LocalLayerModifier.AddItem(avatarAddress, nonFungibleItem.ItemId, false);
                LocalLayerModifier.RemoveNewAttachmentMail(avatarAddress, itemEnhanceMail.id);
            });
            popup.Pop(model);
        }
예제 #13
0
        private void ResponseRapidCombination(ActionBase.ActionEvaluation <RapidCombination2> eval)
        {
            var avatarAddress = eval.Action.avatarAddress;
            var slot          =
                eval.OutputStates.GetCombinationSlotState(avatarAddress, eval.Action.slotIndex);
            var result = (RapidCombination.ResultModel)slot.Result;

            foreach (var pair in result.cost)
            {
                // NOTE: 최종적으로 UpdateCurrentAvatarState()를 호출한다면, 그곳에서 상태를 새로 설정할 것이다.
                LocalLayerModifier.AddItem(avatarAddress, pair.Key.ItemId, pair.Value, false);
            }
            LocalLayerModifier.RemoveAvatarItemRequiredIndex(avatarAddress, result.itemUsable.ItemId);
            LocalLayerModifier.ResetCombinationSlot(slot);

            AnalyticsManager.Instance.OnEvent(AnalyticsManager.EventName.ActionCombinationSuccess);

            //[TentuPlay] RapidCombinationConsumable 합성에 사용한 골드 기록
            //Local에서 변경하는 States.Instance 보다는 블락에서 꺼내온 eval.OutputStates를 사용
            var agentAddress = eval.Signer;
            var qty          = eval.OutputStates.GetAvatarState(avatarAddress).inventory.Materials
                               .Count(i => i.ItemSubType == ItemSubType.Hourglass);
            var prevQty = eval.PreviousStates.GetAvatarState(avatarAddress).inventory.Materials
                          .Count(i => i.ItemSubType == ItemSubType.Hourglass);

            new TPStashEvent().CharacterItemUse(
                player_uuid: agentAddress.ToHex(),
                character_uuid: States.Instance.CurrentAvatarState.address.ToHex().Substring(0, 4),
                item_category: itemCategory.Consumable,
                item_slug: "hourglass",
                item_quantity: (float)(prevQty - qty),
                reference_entity: entity.Items,
                reference_category_slug: "consumables_rapid_combination",
                reference_slug: slot.Result.itemUsable.Id.ToString()
                );

            UpdateAgentState(eval);
            UpdateCurrentAvatarState(eval);
            UpdateCombinationSlotState(slot);
        }
예제 #14
0
        private void ResponseSell(ActionBase.ActionEvaluation <Sell> eval)
        {
            if (eval.Exception is null)
            {
                var avatarAddress = eval.Action.sellerAvatarAddress;
                var itemId        = eval.Action.itemId;

                // NOTE: 최종적으로 UpdateCurrentAvatarState()를 호출한다면, 그곳에서 상태를 새로 설정할 것이다.
                LocalLayerModifier.AddItem(avatarAddress, itemId, false);
                var format    = L10nManager.Localize("NOTIFICATION_SELL_COMPLETE");
                var shopState = new ShopState((Dictionary)eval.OutputStates.GetState(ShopState.Address));

                var shopItem = shopState.Products.Values.First(r =>
                {
                    var nonFungibleItem = r.ItemUsable ?? (INonFungibleItem)r.Costume;
                    return(nonFungibleItem.ItemId == itemId);
                });

                var itemBase = shopItem.ItemUsable ?? (ItemBase)shopItem.Costume;
                UI.Notification.Push(MailType.Auction, string.Format(format, itemBase.GetLocalizedName()));
                UpdateCurrentAvatarState(eval);
            }
        }
예제 #15
0
        private void ResponseCombinationEquipment(ActionBase.ActionEvaluation <CombinationEquipment> eval)
        {
            if (eval.Exception is null)
            {
                var agentAddress  = eval.Signer;
                var avatarAddress = eval.Action.AvatarAddress;
                var slot          = eval.OutputStates.GetCombinationSlotState(avatarAddress, eval.Action.SlotIndex);
                var result        = (CombinationConsumable.ResultModel)slot.Result;
                var avatarState   = eval.OutputStates.GetAvatarState(avatarAddress);

                // NOTE: 사용한 자원에 대한 레이어 벗기기.
                LocalLayerModifier.ModifyAgentGold(agentAddress, result.gold);
                LocalLayerModifier.ModifyAvatarActionPoint(avatarAddress, result.actionPoint);
                foreach (var pair in result.materials)
                {
                    // NOTE: 최종적으로 UpdateCurrentAvatarState()를 호출한다면, 그곳에서 상태를 새로 설정할 것이다.
                    LocalLayerModifier.AddItem(avatarAddress, pair.Key.ItemId, pair.Value, false);
                }

                // NOTE: 메일 레이어 씌우기.
                LocalLayerModifier.RemoveItem(avatarAddress, result.itemUsable.ItemId);
                LocalLayerModifier.AddNewAttachmentMail(avatarAddress, result.id);
                LocalLayerModifier.ResetCombinationSlot(slot);

                // NOTE: 노티 예약 걸기.
                var format = L10nManager.Localize("NOTIFICATION_COMBINATION_COMPLETE");
                UI.Notification.Reserve(
                    MailType.Workshop,
                    string.Format(format, result.itemUsable.GetLocalizedName()),
                    slot.UnlockBlockIndex,
                    result.itemUsable.ItemId);

                AnalyticsManager.Instance.OnEvent(AnalyticsManager.EventName.ActionCombinationSuccess);

                //[TentuPlay] Equipment 합성에 사용한 골드 기록
                //Local에서 변경하는 States.Instance 보다는 블락에서 꺼내온 eval.OutputStates를 사용
                if (eval.OutputStates.TryGetGoldBalance(agentAddress, GoldCurrency, out var balance))
                {
                    var total = balance - new FungibleAssetValue(balance.Currency, result.gold, 0);
                    new TPStashEvent().CharacterCurrencyUse(
                        player_uuid: agentAddress.ToHex(),
                        character_uuid: States.Instance.CurrentAvatarState.address.ToHex().Substring(0, 4),
                        currency_slug: "gold",
                        currency_quantity: (float)result.gold,
                        currency_total_quantity: float.Parse(total.GetQuantityString()),
                        reference_entity: entity.Items,
                        reference_category_slug: "equipments_combination",
                        reference_slug: result.itemUsable.Id.ToString());
                }

                var gameInstance = Game.Game.instance;

                var nextQuest = gameInstance.States.CurrentAvatarState.questList?
                                .OfType <CombinationEquipmentQuest>()
                                .Where(x => !x.Complete)
                                .OrderBy(x => x.StageId)
                                .FirstOrDefault(x =>
                                                gameInstance.TableSheets.EquipmentItemRecipeSheet.TryGetValue(x.RecipeId, out _));

                UpdateAgentState(eval);
                UpdateCurrentAvatarState(eval);
                RenderQuest(avatarAddress, avatarState.questList.completedQuestIds);
                UpdateCombinationSlotState(slot);

                if (!(nextQuest is null))
                {
                    var isRecipeMatch = nextQuest.RecipeId == eval.Action.RecipeId;

                    if (isRecipeMatch)
                    {
                        var celebratesPopup = Widget.Find <CelebratesPopup>();
                        celebratesPopup.Show(nextQuest);
                        celebratesPopup.OnDisableObservable
                        .First()
                        .Subscribe(_ =>
                        {
                            var menu = Widget.Find <Menu>();
                            if (menu.isActiveAndEnabled)
                            {
                                menu.UpdateGuideQuest(avatarState);
                            }

                            var combination = Widget.Find <Combination>();
                            if (combination.isActiveAndEnabled)
                            {
                                combination.UpdateRecipe();
                            }
                        });
                    }
                }
            }
        }