yuanshen/Yuanshen.Gameserver/Game/GadgetSpawnTable.cs
wisedev 62205c8062 Chests, ore and artifact drops
Gadgets are streamed alongside monsters now, so chests and ore nodes show up in
the world and can be interacted with. The two flows differ: for a chest the
client sends the finish request itself and the loot is granted on that one, for
ore it sends nothing more so the server has to close everything on the first
request.

Artifacts used to be silently dropped on the floor because the item ids that
actually roll were not in the reliquary table at all. Added the missing rows and
gave them real main stat and substat rolls instead of the fixed four.

Dropped items survive a relogin. The inventory is still rebuilt from the tables
on every login, so the trick is to remember where the default set ends and only
persist what was found in the world. Gacha and shop weapons were disappearing
the same way and are fixed by the same change.
2026-09-04 10:11:21 +03:00

85 lines
2.4 KiB
C#

using System.Text.Json;
using Yuanshen.Protocol;
namespace Yuanshen.Gameserver.Game;
internal readonly record struct GadgetNode(
uint NodeId,
uint ConfigId,
uint GroupId,
uint GadgetId,
uint Level,
Vector Pos,
Vector Rot,
string Kind,
uint State,
uint GadgetType,
uint DropId,
uint GatherItemId,
uint SubfieldId,
uint MarkFlag)
{
public bool IsChest => Kind == "chest";
}
internal sealed class GadgetSpawnTable
{
public IReadOnlyList<GadgetNode> Nodes { get; }
public GadgetSpawnTable()
{
Nodes = Load("scene3_gadgets.json");
}
private static List<GadgetNode> Load(string fileName)
{
List<GadgetNode> nodes = new();
string path = Path.Combine(AppContext.BaseDirectory, "assets", "scene", fileName);
if (!File.Exists(path))
return nodes;
using JsonDocument document = JsonDocument.Parse(File.ReadAllText(path));
foreach (JsonElement row in document.RootElement.EnumerateArray())
{
string kind = row.TryGetProperty("k", out JsonElement k) ? k.GetString() ?? string.Empty : string.Empty;
if (kind.Length == 0)
continue;
nodes.Add(new GadgetNode(
Number(row, "n"),
Number(row, "c"),
Number(row, "g"),
Number(row, "gi"),
Math.Max(Number(row, "l"), 1u),
new Vector { X = Real(row, "x"), Y = Real(row, "y"), Z = Real(row, "z") },
new Vector { X = Real(row, "rx"), Y = Real(row, "ry"), Z = Real(row, "rz") },
kind,
Number(row, "st"),
Number(row, "ty"),
Number(row, "rd"),
Number(row, "ii"),
Subfield(row),
Number(row, "mf")));
}
return nodes;
}
private static uint Subfield(JsonElement row)
{
if (!row.TryGetProperty("sf", out JsonElement subfields))
return 0;
foreach (JsonProperty entry in subfields.EnumerateObject())
return entry.Value.GetUInt32();
return 0;
}
private static uint Number(JsonElement row, string name)
=> row.TryGetProperty(name, out JsonElement value) && value.TryGetUInt32(out uint parsed) ? parsed : 0;
private static float Real(JsonElement row, string name)
=> row.TryGetProperty(name, out JsonElement value) ? (float)value.GetDouble() : 0f;
}