content: package emu.grasscutter.server.packet.send;
  
  import static emu.grasscutter.config.Configuration.GAME_OPTIONS;
  
  import emu.grasscutter.data.GameData;
  import emu.grasscutter.data.excels.OpenStateData;
  import emu.grasscutter.game.player.Player;
  import emu.grasscutter.game.player.PlayerProgressManager;
  import emu.grasscutter.net.packet.BasePacket;
  import emu.grasscutter.net.packet.PacketOpcodes;
  import emu.grasscutter.net.proto.OpenStateUpdateNotifyOuterClass.OpenStateUpdateNotify;
  
  /*
      Must be sent on login for openStates to work
      Tells the client to update its openStateMap for the keys sent. value is irrelevant
   */
  public class PacketOpenStateUpdateNotify extends BasePacket {
  
      public PacketOpenStateUpdateNotify(Player player) {
          super(PacketOpcodes.OpenStateUpdateNotify);
  
          OpenStateUpdateNotify.Builder proto = OpenStateUpdateNotify.newBuilder();
  
          GameData.getOpenStateList().stream().map(OpenStateData::getId).forEach(id -> {
              if ((id == 45) && !GAME_OPTIONS.resinOptions.resinUsage) {
                  proto.putOpenStateMap(45, 0);  // Remove resin from map
                  return;
              }
              // If the player has an open state stored in their map, then it would always override any default value
              if (player.getOpenStates().containsKey(id)) {
                  proto.putOpenStateMap(id, player.getProgressManager().getOpenState(id));
              }
              // Otherwise, add the state if it is contained in the set of default open states.
              else if (PlayerProgressManager.DEFAULT_OPEN_STATES.contains(id)) {
                  proto.putOpenStateMap(id, 1);
              }
          });
  
          this.setData(proto);
      }
  }
  