Gacha pool overhaul and DB backup wizard
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This commit is contained in:
Ilya Groshev
2026-05-12 20:47:24 +03:00
parent cc9dc4f1c5
commit 23f0d26fcd
10 changed files with 480 additions and 123 deletions
+232 -100
View File
@@ -34,16 +34,31 @@ type ShopFeaturedEntry struct {
WeaponId int32
}
type CatalogTerm struct {
TermId int32
StartDatetime int64
Costumes []GachaPoolItem
Weapons []GachaPoolItem
}
// StandardPoolTermId is the catalog term whose items form the cross-banner
// standard pool (term 1 holds the launch starter set).
const StandardPoolTermId int32 = 1
type GachaCatalog struct {
CostumesByRarity map[int32][]GachaPoolItem
WeaponsByRarity map[int32][]GachaPoolItem
Materials []GachaPoolItem
CostumeById map[int32]GachaPoolItem
WeaponById map[int32]GachaPoolItem
CostumeWeaponMap map[int32]int32 // costumeId -> paired weaponId
FeaturedByGacha map[int32]FeaturedSet
BannerPools map[int32]*BannerPool
ShopFeaturedByMedal map[int32][]ShopFeaturedEntry // consumableId -> paired entries
CostumesByRarity map[int32][]GachaPoolItem
WeaponsByRarity map[int32][]GachaPoolItem
StandardCostumesByRarity map[int32][]GachaPoolItem
StandardWeaponsByRarity map[int32][]GachaPoolItem
Materials []GachaPoolItem
CostumeById map[int32]GachaPoolItem
WeaponById map[int32]GachaPoolItem
CostumeWeaponMap map[int32]int32 // costumeId -> paired weaponId
FeaturedByGacha map[int32]FeaturedSet
BannerPools map[int32]*BannerPool
ShopFeaturedByMedal map[int32][]ShopFeaturedEntry // consumableId -> paired entries
TermById map[int32]*CatalogTerm
TermsByStartDatetime map[int64][]*CatalogTerm
}
func LoadGachaPool() (*GachaCatalog, error) {
@@ -73,6 +88,43 @@ func LoadGachaPool() (*GachaCatalog, error) {
}
evolvedWeapons := buildEvolvedWeaponSet(evoGroupRows)
terms, err := utils.ReadTable[EntityMCatalogTerm]("m_catalog_term")
if err != nil {
return nil, fmt.Errorf("load catalog term table: %w", err)
}
firstClearRewards, err := utils.ReadTable[EntityMQuestFirstClearRewardGroup]("m_quest_first_clear_reward_group")
if err != nil {
return nil, fmt.Errorf("load quest first clear reward group table: %w", err)
}
sceneGrants, err := utils.ReadTable[EntityMUserQuestSceneGrantPossession]("m_user_quest_scene_grant_possession")
if err != nil {
return nil, fmt.Errorf("load user quest scene grant possession table: %w", err)
}
missionRewardRows, err := utils.ReadTable[EntityMMissionReward]("m_mission_reward")
if err != nil {
return nil, fmt.Errorf("load mission reward table: %w", err)
}
questGrantedCostumes := make(map[int32]bool)
questGrantedWeapons := make(map[int32]bool)
collectGrant := func(possType, possId int32) {
switch possType {
case int32(model.PossessionTypeCostume):
questGrantedCostumes[possId] = true
case int32(model.PossessionTypeWeapon):
questGrantedWeapons[possId] = true
}
}
for _, r := range firstClearRewards {
collectGrant(r.PossessionType, r.PossessionId)
}
for _, r := range sceneGrants {
collectGrant(r.PossessionType, r.PossessionId)
}
for _, r := range missionRewardRows {
collectGrant(r.PossessionType, r.PossessionId)
}
catalogCostumeSet := make(map[int32]bool, len(catalogCostumes))
costumeTermId := make(map[int32]int32, len(catalogCostumes))
for _, c := range catalogCostumes {
@@ -101,14 +153,22 @@ func LoadGachaPool() (*GachaCatalog, error) {
}
pool := &GachaCatalog{
CostumesByRarity: make(map[int32][]GachaPoolItem),
WeaponsByRarity: make(map[int32][]GachaPoolItem),
CostumeById: make(map[int32]GachaPoolItem),
WeaponById: make(map[int32]GachaPoolItem),
CostumeWeaponMap: make(map[int32]int32),
FeaturedByGacha: make(map[int32]FeaturedSet),
CostumesByRarity: make(map[int32][]GachaPoolItem),
WeaponsByRarity: make(map[int32][]GachaPoolItem),
CostumeById: make(map[int32]GachaPoolItem),
WeaponById: make(map[int32]GachaPoolItem),
CostumeWeaponMap: make(map[int32]int32),
FeaturedByGacha: make(map[int32]FeaturedSet),
TermById: make(map[int32]*CatalogTerm),
TermsByStartDatetime: make(map[int64][]*CatalogTerm),
}
for _, t := range terms {
ct := &CatalogTerm{TermId: t.CatalogTermId, StartDatetime: t.StartDatetime}
pool.TermById[t.CatalogTermId] = ct
pool.TermsByStartDatetime[t.StartDatetime] = append(pool.TermsByStartDatetime[t.StartDatetime], ct)
}
questGrantedCostumeCount := 0
for _, c := range costumes {
if !catalogCostumeSet[c.CostumeId] {
continue
@@ -116,6 +176,10 @@ func LoadGachaPool() (*GachaCatalog, error) {
if c.RarityType < model.RaritySRare {
continue
}
if questGrantedCostumes[c.CostumeId] {
questGrantedCostumeCount++
continue
}
item := GachaPoolItem{
PossessionType: int32(model.PossessionTypeCostume),
PossessionId: c.CostumeId,
@@ -127,11 +191,18 @@ func LoadGachaPool() (*GachaCatalog, error) {
}
restrictedCount := 0
questGrantedWeaponCount := 0
evolvedFilteredCount := 0
for _, w := range weapons {
if !catalogWeaponSet[w.WeaponId] {
continue
}
if evolvedWeapons[w.WeaponId] {
evolvedFilteredCount++
continue
}
if questGrantedWeapons[w.WeaponId] {
questGrantedWeaponCount++
continue
}
item := GachaPoolItem{
@@ -147,7 +218,49 @@ func LoadGachaPool() (*GachaCatalog, error) {
pool.WeaponsByRarity[w.RarityType] = append(pool.WeaponsByRarity[w.RarityType], item)
}
log.Printf("[GachaPool] excluded %d evolved weapons, %d restricted weapons from pool", len(evolvedWeapons), restrictedCount)
// Bucket catalog items into their terms (uses the post-filter CostumeById/WeaponById).
for _, cc := range catalogCostumes {
ct := pool.TermById[cc.CatalogTermId]
if ct == nil {
continue
}
if item, ok := pool.CostumeById[cc.CostumeId]; ok {
ct.Costumes = append(ct.Costumes, item)
}
}
for _, cw := range catalogWeapons {
ct := pool.TermById[cw.CatalogTermId]
if ct == nil || restrictedWeapons[cw.WeaponId] {
continue
}
if item, ok := pool.WeaponById[cw.WeaponId]; ok {
ct.Weapons = append(ct.Weapons, item)
}
}
// Standard pool: items in term 1 (the launch starter set, same on every banner).
pool.StandardCostumesByRarity = make(map[int32][]GachaPoolItem)
pool.StandardWeaponsByRarity = make(map[int32][]GachaPoolItem)
if std := pool.TermById[StandardPoolTermId]; std != nil {
for _, c := range std.Costumes {
pool.StandardCostumesByRarity[c.RarityType] = append(pool.StandardCostumesByRarity[c.RarityType], c)
}
for _, w := range std.Weapons {
pool.StandardWeaponsByRarity[w.RarityType] = append(pool.StandardWeaponsByRarity[w.RarityType], w)
}
}
stdCos, stdWea := 0, 0
for _, items := range pool.StandardCostumesByRarity {
stdCos += len(items)
}
for _, items := range pool.StandardWeaponsByRarity {
stdWea += len(items)
}
log.Printf("[GachaPool] catalog terms: %d, standard pool: %d costumes + %d weapons (term %d)",
len(pool.TermById), stdCos, stdWea, StandardPoolTermId)
log.Printf("[GachaPool] pool excludes %d evolved, %d quest-granted costumes, %d quest-granted weapons, %d restricted weapons",
evolvedFilteredCount, questGrantedCostumeCount, questGrantedWeaponCount, restrictedCount)
type weaponKey struct {
TermId int32
@@ -269,119 +382,138 @@ func (pool *GachaCatalog) PruneUnpairedCostumes() {
log.Printf("[GachaPool] pruned %d unpaired costumes", pruned)
}
func (pool *GachaCatalog) BuildFeaturedMapping(entries []store.GachaCatalogEntry) {
// BuildFeaturedFromTerms derives a featured set for each non-chapter banner by
// unioning items from catalog terms that started on the banner's StartDatetime
// (excluding term 1 — the standard pool). Falls back to medal-exchange shop
// contents for banners whose StartDatetime doesn't line up with a term.
func (pool *GachaCatalog) BuildFeaturedFromTerms(entries []store.GachaCatalogEntry) {
matched := 0
fromShop := 0
gachaEligible := 0
for _, entry := range entries {
if entry.MedalConsumableItemId == 0 {
continue
}
shopEntries, ok := pool.ShopFeaturedByMedal[entry.MedalConsumableItemId]
if !ok || len(shopEntries) == 0 {
if entry.GachaLabelType == model.GachaLabelChapter {
continue
}
gachaEligible++
seenCostume := make(map[int32]bool)
linkedWeapons := make(map[int32]bool)
var costumes []GachaPoolItem
for _, se := range shopEntries {
if se.CostumeId != 0 && !seenCostume[se.CostumeId] {
costumes = append(costumes, pool.CostumeById[se.CostumeId])
seenCostume[se.CostumeId] = true
linkedWeapons[se.WeaponId] = true
}
}
costumes, weapons := pool.unionTermFeatured(entry.StartDatetime)
seenWeapon := make(map[int32]bool)
var weapons []GachaPoolItem
for _, se := range shopEntries {
if se.WeaponId != 0 && !linkedWeapons[se.WeaponId] && !seenWeapon[se.WeaponId] {
if item, ok := pool.WeaponById[se.WeaponId]; ok {
weapons = append(weapons, item)
seenWeapon[se.WeaponId] = true
if len(costumes) == 0 && len(weapons) == 0 && entry.MedalConsumableItemId != 0 {
if shopEntries, ok := pool.ShopFeaturedByMedal[entry.MedalConsumableItemId]; ok {
costumes, weapons = pool.featuredFromShop(shopEntries)
if len(costumes) > 0 || len(weapons) > 0 {
fromShop++
}
}
}
if len(costumes) == 0 && len(weapons) == 0 {
continue
}
sort.Slice(costumes, func(i, j int) bool { return costumes[i].PossessionId < costumes[j].PossessionId })
sort.Slice(weapons, func(i, j int) bool { return weapons[i].PossessionId < weapons[j].PossessionId })
pool.FeaturedByGacha[entry.GachaId] = FeaturedSet{Costumes: costumes, Weapons: weapons}
matched++
}
log.Printf("[GachaPool] featured mapping: %d/%d banners matched via shop", matched, len(entries))
log.Printf("[GachaPool] featured per banner: %d/%d (term-match + %d from shop-fallback)",
matched, gachaEligible, fromShop)
}
func (pool *GachaCatalog) unionTermFeatured(startDatetime int64) (costumes, weapons []GachaPoolItem) {
coTerms := pool.TermsByStartDatetime[startDatetime]
if len(coTerms) == 0 {
return nil, nil
}
seenCostume := make(map[int32]bool)
seenWeapon := make(map[int32]bool)
for _, t := range coTerms {
if t.TermId == StandardPoolTermId {
continue
}
for _, c := range t.Costumes {
if c.RarityType < model.RaritySRare || seenCostume[c.PossessionId] {
continue
}
costumes = append(costumes, c)
seenCostume[c.PossessionId] = true
}
for _, w := range t.Weapons {
if w.RarityType < model.RaritySRare || seenWeapon[w.PossessionId] {
continue
}
weapons = append(weapons, w)
seenWeapon[w.PossessionId] = true
}
}
return costumes, weapons
}
func (pool *GachaCatalog) featuredFromShop(shopEntries []ShopFeaturedEntry) (costumes, weapons []GachaPoolItem) {
seenCostume := make(map[int32]bool)
seenWeapon := make(map[int32]bool)
linkedWeapons := make(map[int32]bool)
for _, se := range shopEntries {
if se.CostumeId == 0 || seenCostume[se.CostumeId] {
continue
}
if item, ok := pool.CostumeById[se.CostumeId]; ok && item.RarityType >= model.RaritySRare {
costumes = append(costumes, item)
seenCostume[se.CostumeId] = true
linkedWeapons[se.WeaponId] = true
}
}
for _, se := range shopEntries {
if se.WeaponId == 0 || linkedWeapons[se.WeaponId] || seenWeapon[se.WeaponId] {
continue
}
if item, ok := pool.WeaponById[se.WeaponId]; ok && item.RarityType >= model.RaritySRare {
weapons = append(weapons, item)
seenWeapon[se.WeaponId] = true
}
}
return costumes, weapons
}
func (pool *GachaCatalog) BuildBannerPools(entries []store.GachaCatalogEntry) {
allFeaturedCostumes := make(map[int32]bool)
allFeaturedWeapons := make(map[int32]bool)
for _, fs := range pool.FeaturedByGacha {
for _, c := range fs.Costumes {
allFeaturedCostumes[c.PossessionId] = true
allFeaturedWeapons[pool.CostumeWeaponMap[c.PossessionId]] = true
}
for _, w := range fs.Weapons {
allFeaturedWeapons[w.PossessionId] = true
}
}
commonCostumes := make(map[int32][]GachaPoolItem)
for rarity, items := range pool.CostumesByRarity {
for _, item := range items {
if !allFeaturedCostumes[item.PossessionId] {
commonCostumes[rarity] = append(commonCostumes[rarity], item)
}
}
}
commonWeapons := make(map[int32][]GachaPoolItem)
for rarity, items := range pool.WeaponsByRarity {
for _, item := range items {
if !allFeaturedWeapons[item.PossessionId] {
commonWeapons[rarity] = append(commonWeapons[rarity], item)
}
}
}
commonPool := &BannerPool{
CostumesByRarity: commonCostumes,
WeaponsByRarity: commonWeapons,
}
pool.BannerPools = make(map[int32]*BannerPool)
for _, entry := range entries {
fs, hasFeatured := pool.FeaturedByGacha[entry.GachaId]
if !hasFeatured {
pool.BannerPools[entry.GachaId] = commonPool
continue
}
bannerCostumes := cloneRarityMap(pool.StandardCostumesByRarity)
bannerWeapons := cloneRarityMap(pool.StandardWeaponsByRarity)
var allFeatured []GachaPoolItem
bannerCostumes := make(map[int32][]GachaPoolItem)
for rarity, items := range commonCostumes {
bannerCostumes[rarity] = append(bannerCostumes[rarity], items...)
if hasFeatured {
for _, c := range fs.Costumes {
bannerCostumes[c.RarityType] = append(bannerCostumes[c.RarityType], c)
allFeatured = append(allFeatured, c)
if wid, ok := pool.CostumeWeaponMap[c.PossessionId]; ok {
if w, ok := pool.WeaponById[wid]; ok {
bannerWeapons[w.RarityType] = append(bannerWeapons[w.RarityType], w)
allFeatured = append(allFeatured, w)
}
}
}
for _, w := range fs.Weapons {
bannerWeapons[w.RarityType] = append(bannerWeapons[w.RarityType], w)
allFeatured = append(allFeatured, w)
}
}
bannerWeapons := make(map[int32][]GachaPoolItem)
for rarity, items := range commonWeapons {
bannerWeapons[rarity] = append(bannerWeapons[rarity], items...)
}
for _, c := range fs.Costumes {
bannerCostumes[c.RarityType] = append(bannerCostumes[c.RarityType], c)
allFeatured = append(allFeatured, c)
wid := pool.CostumeWeaponMap[c.PossessionId]
w := pool.WeaponById[wid]
bannerWeapons[w.RarityType] = append(bannerWeapons[w.RarityType], w)
allFeatured = append(allFeatured, w)
}
for _, w := range fs.Weapons {
bannerWeapons[w.RarityType] = append(bannerWeapons[w.RarityType], w)
allFeatured = append(allFeatured, w)
}
pool.BannerPools[entry.GachaId] = &BannerPool{
CostumesByRarity: bannerCostumes,
WeaponsByRarity: bannerWeapons,
Featured: allFeatured,
}
}
log.Printf("[GachaPool] banner pools: %d banners built from standard pool + per-banner featured", len(pool.BannerPools))
}
log.Printf("[GachaPool] banner pools: %d banners, %d featured costumes stripped, %d featured weapons stripped",
len(pool.BannerPools), len(allFeaturedCostumes), len(allFeaturedWeapons))
func cloneRarityMap(src map[int32][]GachaPoolItem) map[int32][]GachaPoolItem {
dst := make(map[int32][]GachaPoolItem, len(src))
for k, v := range src {
dst[k] = append([]GachaPoolItem(nil), v...)
}
return dst
}
func buildEvolvedWeaponSet(rows []EntityMWeaponEvolutionGroup) map[int32]bool {