/// <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); }