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https://github.com/Walter-Sparrow/lunar-tear.git
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Add auto-repeat quest and memoir auto-sell
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@@ -131,6 +131,9 @@ type PossessionGranter struct {
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PartsSubStatusPool map[int32][]int32
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PartsSubStatusDefs map[int32]PartsStatusSubDef
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PartsSellPriceL1ByRarity map[int32]int32
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GoldConsumableItemId int32
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LastChangedStoryWeaponIds []int32
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}
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@@ -201,19 +204,51 @@ func (g *PossessionGranter) GrantCompanion(user *UserState, companionId int32, n
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}
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func (g *PossessionGranter) GrantParts(user *UserState, requestedPartsId int32, nowMillis int64) {
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ref, refOk := g.PartsById[requestedPartsId]
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if !refOk {
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key := uuid.New().String()
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user.Parts[key] = PartsState{
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UserPartsUuid: key,
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PartsId: requestedPartsId,
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Level: 1,
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AcquisitionDatetime: nowMillis,
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}
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log.Printf("[GrantParts] unknown partsId=%d, granted as-is with no variant roll", requestedPartsId)
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chosenPartsId, chosenRef, ok := g.rollPartsVariant(requestedPartsId)
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if !ok {
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g.grantBareParts(user, requestedPartsId, nowMillis)
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return
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}
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g.createParts(user, chosenPartsId, chosenRef, nowMillis)
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}
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// The rolled variant sets both rarity and rank, so the auto-sale decision can
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// only happen after the roll. Returns the rolled variant id and whether it sold.
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func (g *PossessionGranter) GrantOrSellPartsDrop(user *UserState, requestedPartsId int32, raritySet, rankSet map[int32]bool, nowMillis int64) (int32, bool) {
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chosenPartsId, chosenRef, ok := g.rollPartsVariant(requestedPartsId)
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if !ok {
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g.grantBareParts(user, requestedPartsId, nowMillis)
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return requestedPartsId, false
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}
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rarity := chosenRef.RarityType
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rank := chosenRef.PartsInitialLotteryId
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if price, ok := g.PartsSellPriceL1ByRarity[rarity]; ok && raritySet[rarity] && rankSet[rank] {
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user.ConsumableItems[g.GoldConsumableItemId] += price
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log.Printf("[GrantParts] auto-sold chosen=%d rarity=%d rank=%d -> %d gold", chosenPartsId, rarity, rank, price)
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return chosenPartsId, true
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}
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g.createParts(user, chosenPartsId, chosenRef, nowMillis)
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return chosenPartsId, false
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}
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func (g *PossessionGranter) grantBareParts(user *UserState, partsId int32, nowMillis int64) {
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key := uuid.New().String()
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user.Parts[key] = PartsState{
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UserPartsUuid: key,
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PartsId: partsId,
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Level: 1,
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AcquisitionDatetime: nowMillis,
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}
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log.Printf("[GrantParts] unknown partsId=%d, granted as-is with no variant roll", partsId)
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}
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// rollPartsVariant picks one of a parts group's 5 variants at random; the five
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// carry distinct PartsInitialLotteryId 1..5, which is the part's rank.
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func (g *PossessionGranter) rollPartsVariant(requestedPartsId int32) (int32, PartsRef, bool) {
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ref, refOk := g.PartsById[requestedPartsId]
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if !refOk {
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return requestedPartsId, PartsRef{}, false
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}
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chosenPartsId := requestedPartsId
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chosenRef := ref
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if variants := g.PartsVariantsByGroupRarity[ref.PartsGroupId][ref.RarityType]; len(variants) == 5 {
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@@ -222,7 +257,10 @@ func (g *PossessionGranter) GrantParts(user *UserState, requestedPartsId int32,
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} else {
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log.Printf("[GrantParts] no 5-variant set for group=%d rarity=%d (have %d), granting requested=%d", ref.PartsGroupId, ref.RarityType, len(variants), requestedPartsId)
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}
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return chosenPartsId, chosenRef, true
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}
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func (g *PossessionGranter) createParts(user *UserState, chosenPartsId int32, chosenRef PartsRef, nowMillis int64) {
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mainStatId := g.DefaultPartsStatusMainByLotteryGroup[chosenRef.PartsStatusMainLotteryGroupId]
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if _, exists := user.PartsGroupNotes[chosenRef.PartsGroupId]; !exists {
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user.PartsGroupNotes[chosenRef.PartsGroupId] = PartsGroupNoteState{
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@@ -266,7 +304,7 @@ func (g *PossessionGranter) GrantParts(user *UserState, requestedPartsId int32,
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}
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}
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log.Printf("[GrantParts] requested=%d chosen=%d variant=%d group=%d rarity=%d preUnlockedSubs=%d", requestedPartsId, chosenPartsId, initialCount, chosenRef.PartsGroupId, chosenRef.RarityType, initialCount-1)
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log.Printf("[GrantParts] chosen=%d group=%d rarity=%d preUnlockedSubs=%d", chosenPartsId, chosenRef.PartsGroupId, chosenRef.RarityType, initialCount-1)
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}
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func (g *PossessionGranter) GrantWeapon(user *UserState, weaponId int32, nowMillis int64) {
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