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
+70 -16
View File
@@ -1,5 +1,11 @@
package questflow
// MainQuest scene-field families mirror three client entity tables:
//
// MainFlow* — EntityIUserMainQuestMainFlowStatus (#11443)
// Progress* — EntityIUserMainQuestProgressStatus (#11444)
// ReplayFlow* — EntityIUserMainQuestReplayFlowStatus (#11445)
import (
"fmt"
"log"
@@ -45,10 +51,8 @@ func (h *QuestHandler) advanceMainFlowScene(user *store.UserState, questId, scen
}
}
// RecordSeasonRoute upserts the (season, route) pair into the player's history,
// bumping LatestVersion on first insert. The history backs IUserMainQuestSeasonRoute,
// which the client uses to know which chapters' scene metadata to load (so cage
// menu-replay can transition to quests from older chapters without crashing).
// Backs IUserMainQuestSeasonRoute: the client needs the history to load
// scene metadata when cage menu-replay jumps to older chapters.
func RecordSeasonRoute(user *store.UserState, seasonId, routeId int32, nowMillis int64) {
if seasonId <= 0 || routeId <= 0 {
return
@@ -133,11 +137,48 @@ func (h *QuestHandler) getChapterLastSceneId(questId int32) int32 {
func (h *QuestHandler) HandleReplayFlowSceneProgress(user *store.UserState, questSceneId int32, nowMillis int64) {
user.MainQuest.ReplayFlowCurrentQuestSceneId = questSceneId
if user.MainQuest.ReplayFlowHeadQuestSceneId == 0 || h.isSceneAhead(questSceneId, user.MainQuest.ReplayFlowHeadQuestSceneId) {
user.MainQuest.ReplayFlowHeadQuestSceneId = questSceneId
}
user.MainQuest.ReplayFlowHeadQuestSceneId = questSceneId
user.PortalCageStatus.IsCurrentProgress = false
user.PortalCageStatus.LatestVersion = nowMillis
flowType := h.replayFlowType(user, questSceneId)
user.MainQuest.CurrentQuestFlowType = int32(flowType)
user.MainQuest.LatestVersion = nowMillis
log.Printf("[HandleReplayFlowSceneProgress] sceneId=%d replayHead=%d", questSceneId, user.MainQuest.ReplayFlowHeadQuestSceneId)
log.Printf("[HandleReplayFlowSceneProgress] sceneId=%d flowType=%s", questSceneId, flowType)
}
func (h *QuestHandler) replayFlowType(user *store.UserState, questSceneId int32) model.QuestFlowType {
scene, ok := h.SceneById[questSceneId]
if !ok {
return model.QuestFlowTypeReplayFlow
}
routeId, ok := h.RouteIdByQuestId[scene.QuestId]
if !ok {
return model.QuestFlowTypeReplayFlow
}
return h.replayFlowTypeForRoute(user, routeId)
}
func (h *QuestHandler) replayFlowTypeForRoute(user *store.UserState, routeId int32) model.QuestFlowType {
seasonId, ok := h.SeasonIdByRouteId[routeId]
if !ok {
return model.QuestFlowTypeReplayFlow
}
for key, entry := range user.MainQuestSeasonRoutes {
if key.MainQuestSeasonId == seasonId && entry.MainQuestRouteId != routeId {
return model.QuestFlowTypeAnotherRouteReplayFlow
}
}
return model.QuestFlowTypeReplayFlow
}
func (h *QuestHandler) replayFlowTypeFromQuestId(user *store.UserState, questId int32) model.QuestFlowType {
routeId, ok := h.RouteIdByQuestId[questId]
if !ok {
return model.QuestFlowTypeReplayFlow
}
return h.replayFlowTypeForRoute(user, routeId)
}
func (h *QuestHandler) HandleMainQuestSceneProgress(user *store.UserState, questSceneId int32) {
@@ -153,22 +194,27 @@ func (h *QuestHandler) HandleMainQuestSceneProgress(user *store.UserState, quest
if prevSceneId := user.MainQuest.ProgressQuestSceneId; prevSceneId != 0 {
if prevScene, ok := h.SceneById[prevSceneId]; ok && prevScene.QuestId != quest.QuestId {
h.finalizeChainPreviousQuest(user, prevScene.QuestId, gametime.NowMillis())
// Skip if the previous quest is playable — it has its own FinishMainQuest;
// chain-finalizing here would double-increment ClearCount.
if prevQuest, ok := h.QuestById[prevScene.QuestId]; ok && !isMainQuestPlayable(prevQuest) {
h.finalizeChainPreviousQuest(user, prevScene.QuestId, gametime.NowMillis())
}
}
}
if isMainQuestPlayable(quest) {
if model.QuestResultType(scene.QuestResultType) == model.QuestResultTypeHalfResult {
nowMillis := gametime.NowMillis()
h.clearQuestMissions(user, quest.QuestId, nowMillis)
}
isReplay := model.IsReplayQuestFlowType(user.MainQuest.CurrentQuestFlowType)
if isMainQuestPlayable(quest) {
user.MainQuest.ProgressQuestSceneId = questSceneId
if h.isSceneAhead(questSceneId, user.MainQuest.ProgressHeadQuestSceneId) {
user.MainQuest.ProgressHeadQuestSceneId = questSceneId
}
user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeSubFlow)
user.MainQuest.ProgressQuestFlowType = int32(model.QuestFlowTypeSubFlow)
if isReplay {
user.MainQuest.ProgressQuestFlowType = user.MainQuest.CurrentQuestFlowType
} else {
user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeSubFlow)
user.MainQuest.ProgressQuestFlowType = int32(model.QuestFlowTypeSubFlow)
}
} else {
user.MainQuest.CurrentQuestSceneId = questSceneId
if h.isSceneAhead(questSceneId, user.MainQuest.HeadQuestSceneId) {
@@ -177,4 +223,12 @@ func (h *QuestHandler) HandleMainQuestSceneProgress(user *store.UserState, quest
lastSceneId := h.getChapterLastSceneId(quest.QuestId)
user.MainQuest.IsReachedLastQuestScene = questSceneId == lastSceneId
}
if isReplay {
user.MainQuest.ReplayFlowCurrentQuestSceneId = questSceneId
if h.isSceneAhead(questSceneId, user.MainQuest.ReplayFlowHeadQuestSceneId) {
user.MainQuest.ReplayFlowHeadQuestSceneId = questSceneId
}
user.MainQuest.LatestVersion = gametime.NowMillis()
}
}