Fix map replay flow and quest mission rewards
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This commit is contained in:
Ilya Groshev
2026-05-11 20:21:55 +03:00
parent 9a2cc92a6f
commit 6c9e3c45f0
14 changed files with 241 additions and 188 deletions
+2 -7
View File
@@ -44,7 +44,7 @@ func (h *QuestHandler) HandleEventQuestFinish(user *store.UserState, eventQuestC
outcome := h.evaluateFinishOutcome(user, questId)
if !isRetired {
h.applyQuestVictory(user, questId, &outcome, nowMillis)
h.applyQuestVictory(user, questId, &outcome, nowMillis, false)
}
if isRetired && !isAnnihilated && quest.Stamina > 1 {
@@ -72,8 +72,7 @@ func (h *QuestHandler) HandleEventQuestRestart(user *store.UserState, eventQuest
}
func (h *QuestHandler) HandleEventQuestSceneProgress(user *store.UserState, questSceneId int32, nowMillis int64) {
scene, ok := h.SceneById[questSceneId]
if !ok {
if _, ok := h.SceneById[questSceneId]; !ok {
log.Printf("[HandleEventQuestSceneProgress] unknown sceneId=%d, skipping", questSceneId)
return
}
@@ -84,8 +83,4 @@ func (h *QuestHandler) HandleEventQuestSceneProgress(user *store.UserState, ques
}
h.applySceneGrants(user, questSceneId, nowMillis)
if model.QuestResultType(scene.QuestResultType) == model.QuestResultTypeHalfResult {
h.clearQuestMissions(user, scene.QuestId, nowMillis)
}
}