ddon-server/Arrowgene.Ddon.GameServer/StampManager.cs
Ryan Yappert c8a28972aa
Fix: General Bugfixes, April 2026 (#1031)
* Fix bug where appraising certain items in BBM while you had a copy of that item in your regular character's storage chest would throw an error. Fix bugs where SQLite would occasionally have a DB lock conflict due to poor connection management.

* Be more aggressive when clearing out invalid priority quests.

* Fix bug where the Beauty Shop would sometimes complain about PRICE_NO_MATCH when trying to pay with Silver Tickets.

* Fix bugs where pawn search wouldn't display craft levels, and didn't support filtering by craft level.

* Migrate 58 > 59. Store character_id in the connections table so we can use it for player tracking. Adjust player tracking to be driven by the DB.

* Fix bugs where bazaar processes could sometimes delete items if the storage was full.

* Add feature where you can sell special items (like PP crystals) to consume them, instead of having to spam use them.

* Fix bug where deleting pawns would badly mangle the equipment entries of other pawns owned by the same character.

* Add support for LightQuestRepeatsPerDay, limiting the number of times a board quest can be offered to a single player per day.

* Research for EquipStatId.

* Maybe fix bug where base game augments were secretly applying even in BBM? Maybe fix bug where certain alt-pallet skills wouldn't work in multiplayer due to missing context information.

* Update database migration version.

* Automatically promote localhost players to admin when running in debug mode. Adjust /finishquesttype to clear progress when finishing quests.

* Fix bug where hired pawns wearing job emblems weren't benefiting from the stats on them. Hired pawns now reflect the hiring character's job emblems entirely.
2026-04-30 21:28:52 -07:00

124 lines
4.4 KiB
C#

using Arrowgene.Ddon.GameServer.Characters;
using Arrowgene.Ddon.Server;
using Arrowgene.Ddon.Server.Network;
using Arrowgene.Ddon.Shared.Entity.PacketStructure;
using Arrowgene.Ddon.Shared.Entity.Structure;
using Arrowgene.Ddon.Shared.Model;
using Arrowgene.Logging;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Arrowgene.Ddon.GameServer
{
public class StampManager
{
private static readonly ServerLogger Logger = LogProvider.Logger<ServerLogger>(typeof(StampManager));
public StampManager(DdonGameServer server)
{
Server = server;
}
public static readonly int MAX_DAILY_STAMP = 8;
private static readonly int TOTAL_STAMP_SLOT = 10;
private DdonGameServer Server;
public List<CDataStampBonusAsset> GetDailyStampAssets()
{
return Server.AssetRepository.StampBonusAsset.Where(x => 1 <= x.StampNum && x.StampNum <= 8).OrderBy(x => x.StampNum).ToList();
}
public List<CDataStampBonusAsset> GetTotalStampAssets()
{
return Server.AssetRepository.StampBonusAsset.Where(x => x.StampNum > MAX_DAILY_STAMP).OrderBy(x => x.StampNum).ToList(); ;
}
public List<CDataStampBonusAsset> GetTotalStampAssetsWindow(ushort totalStamps)
{
var totalList = GetTotalStampAssets();
// Return only the ten stamps surrounding the current position.
if (totalList.Count > TOTAL_STAMP_SLOT)
{
// Find position of the last stamp checkpoint we've passed.
int position = totalList.FindLastIndex(x => x.StampNum <= totalStamps);
if (position == -1) return totalList.Take(TOTAL_STAMP_SLOT).ToList();
int left = Math.Clamp(position - 6, 0, totalList.Count - TOTAL_STAMP_SLOT);
return totalList.Skip(left).Take(TOTAL_STAMP_SLOT).ToList();
}
else return totalList;
}
public bool CanDailyStamp(CharacterStampBonus stampData)
{
return stampData.CanStamp;
}
public bool CanTotalStamp(CharacterStampBonus stampData)
{
return CanDailyStamp(stampData) && GetTotalStampAssets().Where(x => x.StampNum == (stampData.TotalStamp + 1)).Any();
}
public void HandleStampBonuses(GameClient client, IEnumerable<CDataStampBonusAsset> stamps)
{
S2CItemUpdateCharacterItemNtc ntc = new();
PacketQueue queue = new();
foreach (var entry in stamps)
{
foreach (var bonus in entry.StampBonus)
{
// Currency
// Only the first five (GP, RP, BO, Silver Tickets, GP) seem to be valid items for display.
if (bonus.BonusType <= 5)
{
ntc.UpdateWalletList.Add(Server.WalletManager.AddToWallet(client.Character, (WalletType)bonus.BonusType, bonus.BonusValue));
}
else
{
var (bonusQueue, isSpecial) = Server.ItemManager.HandleSpecialItem(client, ntc, (ItemId)bonus.BonusType, bonus.BonusValue, SpecialItemMode.OnAcquire);
if (isSpecial)
{
queue.AddRange(bonusQueue);
}
else
{
ntc.UpdateItemList.AddRange(Server.ItemManager.AddItem(Server, client.Character, StorageType.ItemPost, bonus.BonusType, bonus.BonusValue));
}
}
}
}
if (ntc.UpdateWalletList.Any() || ntc.UpdateItemList.Any())
{
client.Send(ntc);
}
queue.Send();
}
public void UpdateStamp(Character character)
{
character.StampBonus.CanStamp = false;
character.StampBonus.ConsecutiveStamp += 1;
character.StampBonus.TotalStamp += 1;
Server.Database.UpdateCharacterStampData(character.CharacterId, character.StampBonus);
}
public void RefreshStamp(Character character)
{
if (character.StampBonus.CanStamp)
{
character.StampBonus.ConsecutiveStamp = 0;
}
else
{
character.StampBonus.CanStamp = true;
}
}
}
}