Initial commit

This commit is contained in:
Ilya Groshev
2026-04-14 09:28:26 +03:00
commit 02f511f40c
161 changed files with 21541 additions and 0 deletions
+242
View File
@@ -0,0 +1,242 @@
package questflow
import (
"fmt"
"log"
"lunar-tear/server/internal/masterdata"
"lunar-tear/server/internal/model"
"lunar-tear/server/internal/store"
)
func (h *QuestHandler) initQuestState(user *store.UserState, questId int32) {
quest := user.Quests[questId]
quest.QuestId = questId
user.Quests[questId] = quest
for _, missionId := range h.MissionIdsByQuestId[questId] {
key := store.QuestMissionKey{QuestId: questId, QuestMissionId: missionId}
mission := user.QuestMissions[key]
mission.QuestId = questId
mission.QuestMissionId = missionId
user.QuestMissions[key] = mission
}
}
func isMainQuestPlayable(quest masterdata.QuestRow) bool {
return !quest.IsRunInTheBackground && quest.IsCountedAsQuest
}
func (h *QuestHandler) clearQuestMissions(user *store.UserState, questId int32, nowMillis int64) {
for _, missionId := range h.MissionIdsByQuestId[questId] {
key := store.QuestMissionKey{QuestId: questId, QuestMissionId: missionId}
mission := user.QuestMissions[key]
mission.IsClear = true
mission.ProgressValue = 1
mission.LatestClearDatetime = nowMillis
user.QuestMissions[key] = mission
}
}
func (h *QuestHandler) HandleQuestStart(user *store.UserState, questId int32, isBattleOnly bool, userDeckNumber int32, nowMillis int64) {
h.handleQuestStartInternal(user, questId, isBattleOnly, userDeckNumber, false, nowMillis)
}
func (h *QuestHandler) HandleQuestStartReplay(user *store.UserState, questId int32, isBattleOnly bool, userDeckNumber int32, nowMillis int64) {
h.handleQuestStartInternal(user, questId, isBattleOnly, userDeckNumber, true, nowMillis)
}
func (h *QuestHandler) handleQuestStartInternal(user *store.UserState, questId int32, isBattleOnly bool, userDeckNumber int32, isReplayFlow bool, nowMillis int64) {
quest, ok := h.QuestById[questId]
if !ok {
panic(fmt.Sprintf("unknown questId=%d for HandleQuestStart", questId))
}
h.initQuestState(user, questId)
if quest.Stamina > 0 {
maxMillis := h.MaxStaminaByLevel[user.Status.Level] * 1000
store.ConsumeStamina(user, quest.Stamina, maxMillis, nowMillis)
}
questState := user.Quests[questId]
if questState.QuestStateType == model.UserQuestStateTypeCleared {
if isReplayFlow {
user.MainQuest.SavedCurrentQuestSceneId = user.MainQuest.CurrentQuestSceneId
user.MainQuest.SavedHeadQuestSceneId = user.MainQuest.HeadQuestSceneId
user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeReplayFlow)
user.MainQuest.ReplayFlowCurrentQuestSceneId = 0
user.MainQuest.ReplayFlowHeadQuestSceneId = 0
user.MainQuest.LatestVersion = nowMillis
questState.QuestStateType = model.UserQuestStateTypeActive
questState.LatestStartDatetime = nowMillis
questState.IsBattleOnly = isBattleOnly
questState.UserDeckNumber = userDeckNumber
user.Quests[questId] = questState
log.Printf("[HandleQuestStart] replay flow started for quest %d, saved scene=%d head=%d",
questId, user.MainQuest.SavedCurrentQuestSceneId, user.MainQuest.SavedHeadQuestSceneId)
}
return
}
questState.IsBattleOnly = isBattleOnly
questState.UserDeckNumber = userDeckNumber
if isMainQuestPlayable(quest) {
user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeMainFlow)
questState.QuestStateType = model.UserQuestStateTypeActive
questState.LatestStartDatetime = nowMillis
} else {
questState.QuestStateType = model.UserQuestStateTypeCleared
questState.ClearCount = 1
questState.DailyClearCount = 1
questState.LastClearDatetime = nowMillis
if sceneIds := h.SceneIdsByQuestId[questId]; len(sceneIds) > 0 {
firstSceneId := sceneIds[0]
prevSceneId := user.MainQuest.CurrentQuestSceneId
user.MainQuest.CurrentQuestSceneId = firstSceneId
if h.isSceneAhead(firstSceneId, user.MainQuest.HeadQuestSceneId) {
user.MainQuest.HeadQuestSceneId = firstSceneId
}
user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeMainFlow)
lastSceneId := h.getChapterLastSceneId(questId)
user.MainQuest.IsReachedLastQuestScene = firstSceneId == lastSceneId
if routeId, ok := h.RouteIdByQuestId[questId]; ok {
if seasonId, ok := h.SeasonIdByRouteId[routeId]; ok {
user.MainQuest.MainQuestSeasonId = seasonId
}
}
log.Printf("[HandleQuestStart] background quest %d auto-cleared, scene %d -> %d", questId, prevSceneId, firstSceneId)
}
}
user.Quests[questId] = questState
}
func (h *QuestHandler) applyQuestVictory(user *store.UserState, questId int32, outcome FinishOutcome, nowMillis int64) {
questState := user.Quests[questId]
if !questState.IsRewardGranted {
h.applyQuestRewards(user, questId, nowMillis)
h.grantWeaponStoryUnlocksForQuestScene(user, questId, model.QuestResultTypeHalfResult, nowMillis)
h.grantWeaponStoryUnlocksForQuestScene(user, questId, model.QuestResultTypeFullResult, nowMillis)
questState.IsRewardGranted = true
}
for _, drop := range outcome.DropRewards {
h.applyRewardPossession(user, drop.PossessionType, drop.PossessionId, drop.Count, nowMillis)
}
for _, reward := range outcome.ReplayFlowFirstClearRewards {
h.applyRewardPossession(user, reward.PossessionType, reward.PossessionId, reward.Count, nowMillis)
}
questState.QuestStateType = model.UserQuestStateTypeCleared
questState.ClearCount++
questState.DailyClearCount++
questState.LastClearDatetime = nowMillis
user.Quests[questId] = questState
}
func (h *QuestHandler) HandleQuestFinish(user *store.UserState, questId int32, isRetired, isAnnihilated bool, nowMillis int64) FinishOutcome {
quest, ok := h.QuestById[questId]
if !ok {
panic(fmt.Sprintf("unknown questId=%d for HandleQuestFinish", questId))
}
outcome := h.evaluateFinishOutcome(user, questId)
if !isRetired {
h.applyQuestVictory(user, questId, outcome, nowMillis)
}
if isRetired && !isAnnihilated && quest.Stamina > 1 {
refund := quest.Stamina - 1
maxMillis := h.MaxStaminaByLevel[user.Status.Level] * 1000
store.RecoverStamina(user, refund*1000, maxMillis, nowMillis)
}
wasReplay := user.MainQuest.CurrentQuestFlowType == int32(model.QuestFlowTypeReplayFlow)
user.MainQuest.ProgressQuestSceneId = 0
user.MainQuest.ProgressHeadQuestSceneId = 0
user.MainQuest.ProgressQuestFlowType = 0
user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeUnknown)
if wasReplay {
if user.MainQuest.SavedCurrentQuestSceneId > 0 {
user.MainQuest.CurrentQuestSceneId = user.MainQuest.SavedCurrentQuestSceneId
}
if user.MainQuest.SavedHeadQuestSceneId > 0 {
user.MainQuest.HeadQuestSceneId = user.MainQuest.SavedHeadQuestSceneId
}
user.MainQuest.SavedCurrentQuestSceneId = 0
user.MainQuest.SavedHeadQuestSceneId = 0
user.MainQuest.ReplayFlowCurrentQuestSceneId = 0
user.MainQuest.ReplayFlowHeadQuestSceneId = 0
log.Printf("[HandleQuestFinish] replay flow ended for quest %d, restored scene=%d head=%d",
questId, user.MainQuest.CurrentQuestSceneId, user.MainQuest.HeadQuestSceneId)
}
h.clearQuestMissions(user, questId, nowMillis)
return outcome
}
func (h *QuestHandler) HandleQuestSkip(user *store.UserState, questId, skipCount int32, nowMillis int64) FinishOutcome {
questDef, ok := h.QuestById[questId]
if !ok {
panic(fmt.Sprintf("unknown questId=%d for HandleQuestSkip", questId))
}
maxMillis := h.MaxStaminaByLevel[user.Status.Level] * 1000
store.ConsumeStamina(user, skipCount, maxMillis, nowMillis)
skipTicketId := h.Config.ConsumableItemIdForQuestSkipTicket
user.ConsumableItems[skipTicketId] -= skipCount
if user.ConsumableItems[skipTicketId] < 0 {
user.ConsumableItems[skipTicketId] = 0
}
var allDrops []RewardGrant
for range skipCount {
drops := h.computeDropRewards(questDef)
for _, drop := range drops {
h.applyRewardPossession(user, drop.PossessionType, drop.PossessionId, drop.Count, nowMillis)
}
allDrops = append(allDrops, drops...)
if questDef.Gold != 0 {
user.ConsumableItems[h.Config.ConsumableItemIdForGold] += questDef.Gold
}
h.applyExpRewards(user, questId, nowMillis)
}
questState := user.Quests[questId]
questState.ClearCount += skipCount
questState.DailyClearCount += skipCount
questState.LastClearDatetime = nowMillis
user.Quests[questId] = questState
log.Printf("[HandleQuestSkip] questId=%d skipCount=%d drops=%d gold=%d", questId, skipCount, len(allDrops), questDef.Gold*skipCount)
return FinishOutcome{DropRewards: allDrops}
}
func (h *QuestHandler) HandleQuestRestart(user *store.UserState, questId int32, nowMillis int64) {
questDef, ok := h.QuestById[questId]
if ok && isMainQuestPlayable(questDef) {
user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeMainFlow)
}
quest := user.Quests[questId]
quest.QuestId = questId
quest.QuestStateType = model.UserQuestStateTypeActive
quest.IsBattleOnly = false
quest.LatestStartDatetime = nowMillis
user.Quests[questId] = quest
for _, missionId := range h.MissionIdsByQuestId[questId] {
key := store.QuestMissionKey{QuestId: questId, QuestMissionId: missionId}
m := user.QuestMissions[key]
m.QuestId = questId
m.QuestMissionId = missionId
m.IsClear = false
m.ProgressValue = 0
m.LatestClearDatetime = 0
user.QuestMissions[key] = m
}
}