mirror of
https://github.com/Walter-Sparrow/lunar-tear.git
synced 2026-07-02 05:43:41 +03:00
Implement Recollections of Dusk
This commit is contained in:
@@ -2,11 +2,35 @@ package masterdata
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import (
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"log"
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"sort"
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"lunar-tear/server/internal/model"
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"lunar-tear/server/internal/utils"
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)
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type SideStorySceneInfo struct {
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SceneId int32
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Type model.SideStorySceneIdType
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}
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type SideStoryQuestInfo struct {
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SideStoryQuestId int32
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Scenes []SideStorySceneInfo // the 7 scenes, one per type
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Quests []int32 // ordered event quests (the chapter+difficulty sequence)
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}
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type SideStoryCatalog struct {
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FirstSceneByQuestId map[int32]int32
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QuestById map[int32]*SideStoryQuestInfo
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ChapterByEventQuestId map[int32]int32 // event quest id -> side story chapter id
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}
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func (q *SideStoryQuestInfo) SceneIdByType(t model.SideStorySceneIdType) (int32, bool) {
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for _, s := range q.Scenes {
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if s.Type == t {
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return s.SceneId, true
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}
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}
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return 0, false
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}
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func LoadSideStoryCatalog() *SideStoryCatalog {
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@@ -14,14 +38,90 @@ func LoadSideStoryCatalog() *SideStoryCatalog {
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if err != nil {
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log.Fatalf("load side story quest scene table: %v", err)
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}
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firstScene := make(map[int32]int32, len(scenes)/7)
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for _, s := range scenes {
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if s.SortOrder == 1 {
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firstScene[s.SideStoryQuestId] = s.SideStoryQuestSceneId
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}
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limitContents, err := utils.ReadTable[EntityMSideStoryQuestLimitContent]("m_side_story_quest_limit_content")
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if err != nil {
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log.Fatalf("load side story quest limit content table: %v", err)
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}
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seqGroups, err := utils.ReadTable[EntityMEventQuestSequenceGroup]("m_event_quest_sequence_group")
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if err != nil {
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log.Fatalf("load event quest sequence group table: %v", err)
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}
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sequences, err := utils.ReadTable[EntityMEventQuestSequence]("m_event_quest_sequence")
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if err != nil {
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log.Fatalf("load event quest sequence table: %v", err)
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}
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log.Printf("side story catalog loaded: %d quests", len(firstScene))
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return &SideStoryCatalog{FirstSceneByQuestId: firstScene}
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seqRows := make(map[int32][]EntityMEventQuestSequence)
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for _, s := range sequences {
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seqRows[s.EventQuestSequenceId] = append(seqRows[s.EventQuestSequenceId], s)
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}
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orderedQuestIds := make(map[int32][]int32, len(seqRows))
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for seqId, rows := range seqRows {
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sort.Slice(rows, func(i, j int) bool { return rows[i].SortOrder < rows[j].SortOrder })
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ids := make([]int32, len(rows))
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for i, r := range rows {
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ids[i] = r.QuestId
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}
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orderedQuestIds[seqId] = ids
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}
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// (chapterId, difficulty) -> sequenceId. Sequence group id == chapter id.
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type chapDiff struct{ chapter, difficulty int32 }
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sequenceByChapterDiff := make(map[chapDiff]int32, len(seqGroups))
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for _, g := range seqGroups {
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sequenceByChapterDiff[chapDiff{g.EventQuestSequenceGroupId, g.DifficultyType}] = g.EventQuestSequenceId
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}
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// sideStoryQuestId -> limit content row. Limit content id == side story quest id.
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limitByQuest := make(map[int32]EntityMSideStoryQuestLimitContent, len(limitContents))
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for _, lc := range limitContents {
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limitByQuest[lc.SideStoryQuestLimitContentId] = lc
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}
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// sideStoryQuestId -> scene rows
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scenesByQuest := make(map[int32][]EntityMSideStoryQuestScene)
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for _, sc := range scenes {
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scenesByQuest[sc.SideStoryQuestId] = append(scenesByQuest[sc.SideStoryQuestId], sc)
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}
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questById := make(map[int32]*SideStoryQuestInfo, len(scenesByQuest))
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chapterByEventQuest := make(map[int32]int32)
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for ssqId, rows := range scenesByQuest {
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sort.Slice(rows, func(i, j int) bool { return rows[i].SortOrder < rows[j].SortOrder })
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var orderedQuests []int32
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var chapterId, difficulty int32
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if lc, ok := limitByQuest[ssqId]; ok {
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chapterId = lc.EventQuestChapterId
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difficulty = lc.DifficultyType
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if seqId, ok := sequenceByChapterDiff[chapDiff{chapterId, difficulty}]; ok {
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orderedQuests = orderedQuestIds[seqId]
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}
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}
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if chapterId != 0 {
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for _, questId := range orderedQuests {
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chapterByEventQuest[questId] = chapterId
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}
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}
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info := &SideStoryQuestInfo{
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SideStoryQuestId: ssqId,
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Scenes: make([]SideStorySceneInfo, 0, len(rows)),
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Quests: orderedQuests,
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}
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for _, sc := range rows {
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info.Scenes = append(info.Scenes, SideStorySceneInfo{
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SceneId: sc.SideStoryQuestSceneId,
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Type: model.SideStorySceneIdType(sc.SortOrder),
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})
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}
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questById[ssqId] = info
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}
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log.Printf("side story catalog loaded: %d quests, %d scenes", len(questById), len(scenes))
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return &SideStoryCatalog{
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QuestById: questById,
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ChapterByEventQuestId: chapterByEventQuest,
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}
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}
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@@ -164,6 +164,20 @@ type SideStoryQuestStateType int32
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const (
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SideStoryQuestStateUnknown SideStoryQuestStateType = 0
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SideStoryQuestStateActive SideStoryQuestStateType = 1
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SideStoryQuestStateCleared SideStoryQuestStateType = 2
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SideStoryQuestStateActive SideStoryQuestStateType = 2
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SideStoryQuestStateCleared SideStoryQuestStateType = 3
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)
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type SideStorySceneIdType int32
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// Values mirror SideStoryTypes.SceneIdTypes in the client (dump.cs).
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const (
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SideStorySceneInvalid SideStorySceneIdType = 0
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SideStorySceneIntroduction SideStorySceneIdType = 1
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SideStoryScenePlayGeneralQuest SideStorySceneIdType = 2
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SideStorySceneUnlockLastQuest SideStorySceneIdType = 3
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SideStoryScenePlayLastQuest SideStorySceneIdType = 4
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SideStorySceneOutroduction SideStorySceneIdType = 5
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SideStorySceneShowCostumeAcquisition SideStorySceneIdType = 6
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SideStoryScenePlayFreeQuest SideStorySceneIdType = 7
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)
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@@ -45,6 +45,7 @@ func (h *QuestHandler) HandleEventQuestFinish(user *store.UserState, eventQuestC
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outcome := h.evaluateFinishOutcome(user, questId)
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if !isRetired {
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h.applyQuestVictory(user, questId, &outcome, nowMillis, false)
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h.recordSideStoryLimitContentStatus(user, questId, nowMillis)
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}
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if isRetired && !isAnnihilated && quest.Stamina > 1 {
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@@ -64,6 +65,18 @@ func (h *QuestHandler) HandleEventQuestFinish(user *store.UserState, eventQuestC
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return outcome
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}
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func (h *QuestHandler) recordSideStoryLimitContentStatus(user *store.UserState, questId int32, nowMillis int64) {
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chapterId, ok := h.SideStoryChapterByEventQuestId[questId]
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if !ok {
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return
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}
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st := user.QuestLimitContentStatus[questId]
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st.LimitContentQuestStatusType = 1
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st.EventQuestChapterId = chapterId
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st.LatestVersion = nowMillis
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user.QuestLimitContentStatus[questId] = st
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}
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func (h *QuestHandler) HandleEventQuestRestart(user *store.UserState, eventQuestChapterId, questId int32, nowMillis int64) {
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h.HandleQuestRestart(user, questId, nowMillis)
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@@ -25,13 +25,23 @@ type FinishOutcome struct {
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type QuestHandler struct {
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*masterdata.QuestCatalog
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Config *masterdata.GameConfig
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Granter *store.PossessionGranter
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Config *masterdata.GameConfig
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Granter *store.PossessionGranter
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SideStoryChapterByEventQuestId map[int32]int32
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}
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func NewQuestHandler(catalog *masterdata.QuestCatalog, config *masterdata.GameConfig) *QuestHandler {
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func NewQuestHandler(catalog *masterdata.QuestCatalog, config *masterdata.GameConfig, sideStory *masterdata.SideStoryCatalog) *QuestHandler {
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granter := BuildGranter(catalog)
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return &QuestHandler{QuestCatalog: catalog, Config: config, Granter: granter}
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var sideStoryChapters map[int32]int32
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if sideStory != nil {
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sideStoryChapters = sideStory.ChapterByEventQuestId
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}
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return &QuestHandler{
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QuestCatalog: catalog,
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Config: config,
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Granter: granter,
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SideStoryChapterByEventQuestId: sideStoryChapters,
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}
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}
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func BuildGranter(catalog *masterdata.QuestCatalog) *store.PossessionGranter {
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@@ -33,7 +33,8 @@ func buildCatalogs() (*Catalogs, error) {
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if err != nil {
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return nil, fmt.Errorf("load quest catalog: %w", err)
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}
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questHandler := questflow.NewQuestHandler(questCatalog, gameConfig)
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sideStoryCatalog := masterdata.LoadSideStoryCatalog()
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questHandler := questflow.NewQuestHandler(questCatalog, gameConfig, sideStoryCatalog)
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gachaEntries, medalInfo, err := masterdata.LoadGachaCatalog()
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if err != nil {
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@@ -136,7 +137,6 @@ func buildCatalogs() (*Catalogs, error) {
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}
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log.Printf("companion catalog loaded: %d companions, %d categories", len(companionCatalog.CompanionById), len(companionCatalog.GoldCostByCategory))
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sideStoryCatalog := masterdata.LoadSideStoryCatalog()
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bigHuntCatalog := masterdata.LoadBigHuntCatalog()
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return &Catalogs{
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@@ -6,6 +6,7 @@ import (
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pb "lunar-tear/server/gen/proto"
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"lunar-tear/server/internal/gametime"
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"lunar-tear/server/internal/masterdata"
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"lunar-tear/server/internal/model"
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"lunar-tear/server/internal/runtime"
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"lunar-tear/server/internal/store"
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@@ -22,34 +23,89 @@ func NewSideStoryQuestServiceServer(users store.UserRepository, sessions store.S
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return &SideStoryQuestServiceServer{users: users, sessions: sessions, holder: holder}
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}
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func sideStoryClearedCount(info *masterdata.SideStoryQuestInfo, user *store.UserState) int {
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cleared := 0
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for _, questId := range info.Quests {
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if user.QuestLimitContentStatus[questId].LimitContentQuestStatusType == 1 {
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cleared++
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}
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}
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return cleared
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}
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func sideStoryQuestCleared(info *masterdata.SideStoryQuestInfo, user *store.UserState) bool {
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return info != nil && len(info.Quests) > 0 && sideStoryClearedCount(info, user) == len(info.Quests)
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}
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func sideStoryNextSceneAfterBattle(info *masterdata.SideStoryQuestInfo, user *store.UserState) (int32, bool) {
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cleared := sideStoryClearedCount(info, user)
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if cleared == 0 {
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return 0, false
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}
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total := len(info.Quests)
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var sceneType model.SideStorySceneIdType
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switch {
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case cleared >= total:
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sceneType = model.SideStorySceneOutroduction
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case cleared == total-1:
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sceneType = model.SideStorySceneUnlockLastQuest
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default:
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sceneType = model.SideStoryScenePlayLastQuest
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}
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return info.SceneIdByType(sceneType)
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}
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func applySideStoryProgressState(progress *store.SideStoryQuestProgress, info *masterdata.SideStoryQuestInfo, user *store.UserState) {
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if sideStoryQuestCleared(info, user) {
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progress.SideStoryQuestStateType = model.SideStoryQuestStateCleared
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} else if progress.SideStoryQuestStateType == model.SideStoryQuestStateUnknown {
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progress.SideStoryQuestStateType = model.SideStoryQuestStateActive
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}
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}
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func setSideStoryActive(user *store.UserState, questId, sceneId int32, nowMillis int64) {
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user.SideStoryActiveProgress = store.SideStoryActiveProgress{
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CurrentSideStoryQuestId: questId,
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CurrentSideStoryQuestSceneId: sceneId,
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LatestVersion: nowMillis,
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}
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}
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func setSideStoryScene(user *store.UserState, info *masterdata.SideStoryQuestInfo, questId, sceneId int32, nowMillis int64) {
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progress := user.SideStoryQuests[questId]
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progress.HeadSideStoryQuestSceneId = sceneId
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applySideStoryProgressState(&progress, info, user)
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progress.LatestVersion = nowMillis
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user.SideStoryQuests[questId] = progress
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setSideStoryActive(user, questId, sceneId, nowMillis)
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}
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func (s *SideStoryQuestServiceServer) MoveSideStoryQuestProgress(ctx context.Context, req *pb.MoveSideStoryQuestRequest) (*pb.MoveSideStoryQuestResponse, error) {
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log.Printf("[SideStoryQuestService] MoveSideStoryQuestProgress: sideStoryQuestId=%d", req.SideStoryQuestId)
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userId := CurrentUserId(ctx, s.users, s.sessions)
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nowMillis := gametime.NowMillis()
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firstSceneId := s.holder.Get().SideStory.FirstSceneByQuestId[req.SideStoryQuestId]
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info := s.holder.Get().SideStory.QuestById[req.SideStoryQuestId]
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s.users.UpdateUser(userId, func(user *store.UserState) {
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if info == nil || len(info.Quests) == 0 {
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log.Printf("[SideStoryQuestService] unknown sideStoryQuestId=%d, skipping", req.SideStoryQuestId)
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return
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}
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existing, exists := user.SideStoryQuests[req.SideStoryQuestId]
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var sceneId int32
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if exists && existing.HeadSideStoryQuestSceneId > 0 {
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sceneId = existing.HeadSideStoryQuestSceneId
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var scene int32
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var ok bool
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if !exists || existing.HeadSideStoryQuestSceneId == 0 {
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scene, ok = info.SceneIdByType(model.SideStorySceneIntroduction)
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} else {
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sceneId = firstSceneId
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scene, ok = sideStoryNextSceneAfterBattle(info, user)
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}
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user.SideStoryActiveProgress.CurrentSideStoryQuestId = req.SideStoryQuestId
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user.SideStoryActiveProgress.CurrentSideStoryQuestSceneId = sceneId
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user.SideStoryActiveProgress.LatestVersion = nowMillis
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if !exists {
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user.SideStoryQuests[req.SideStoryQuestId] = store.SideStoryQuestProgress{
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HeadSideStoryQuestSceneId: firstSceneId,
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SideStoryQuestStateType: model.SideStoryQuestStateActive,
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LatestVersion: nowMillis,
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}
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if !ok {
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return
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}
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setSideStoryScene(user, info, req.SideStoryQuestId, scene, nowMillis)
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})
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return &pb.MoveSideStoryQuestResponse{}, nil
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@@ -61,16 +117,10 @@ func (s *SideStoryQuestServiceServer) UpdateSideStoryQuestSceneProgress(ctx cont
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userId := CurrentUserId(ctx, s.users, s.sessions)
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nowMillis := gametime.NowMillis()
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s.users.UpdateUser(userId, func(user *store.UserState) {
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user.SideStoryActiveProgress.CurrentSideStoryQuestSceneId = req.SideStoryQuestSceneId
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user.SideStoryActiveProgress.LatestVersion = nowMillis
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info := s.holder.Get().SideStory.QuestById[req.SideStoryQuestId]
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progress := user.SideStoryQuests[req.SideStoryQuestId]
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if req.SideStoryQuestSceneId > progress.HeadSideStoryQuestSceneId {
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progress.HeadSideStoryQuestSceneId = req.SideStoryQuestSceneId
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}
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progress.LatestVersion = nowMillis
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user.SideStoryQuests[req.SideStoryQuestId] = progress
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s.users.UpdateUser(userId, func(user *store.UserState) {
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setSideStoryScene(user, info, req.SideStoryQuestId, req.SideStoryQuestSceneId, nowMillis)
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})
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return &pb.UpdateSideStoryQuestSceneProgressResponse{}, nil
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