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https://github.com/Walter-Sparrow/lunar-tear.git
synced 2026-07-02 05:43:41 +03:00
Fix retire wiping the cleared status of event and extra quests
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@@ -54,6 +54,8 @@ func (h *QuestHandler) HandleEventQuestFinish(user *store.UserState, eventQuestC
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store.RecoverStamina(user, refund*1000, maxMillis, nowMillis)
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store.RecoverStamina(user, refund*1000, maxMillis, nowMillis)
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}
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}
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restoreClearedAfterRetire(user, questId, isRetired)
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user.EventQuest.CurrentEventQuestChapterId = 0
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user.EventQuest.CurrentEventQuestChapterId = 0
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user.EventQuest.CurrentQuestId = 0
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user.EventQuest.CurrentQuestId = 0
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user.EventQuest.CurrentQuestSceneId = 0
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user.EventQuest.CurrentQuestSceneId = 0
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@@ -51,6 +51,8 @@ func (h *QuestHandler) HandleExtraQuestFinish(user *store.UserState, questId int
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store.RecoverStamina(user, refund*1000, maxMillis, nowMillis)
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store.RecoverStamina(user, refund*1000, maxMillis, nowMillis)
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}
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}
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restoreClearedAfterRetire(user, questId, isRetired)
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user.ExtraQuest.CurrentQuestId = 0
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user.ExtraQuest.CurrentQuestId = 0
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user.ExtraQuest.CurrentQuestSceneId = 0
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user.ExtraQuest.CurrentQuestSceneId = 0
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user.ExtraQuest.HeadQuestSceneId = 0
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user.ExtraQuest.HeadQuestSceneId = 0
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@@ -233,6 +233,17 @@ func (h *QuestHandler) finalizeChainPreviousQuest(user *store.UserState, questId
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log.Printf("[HandleMainQuestSceneProgress] finalized chain-previous quest %d (cleared)", questId)
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log.Printf("[HandleMainQuestSceneProgress] finalized chain-previous quest %d (cleared)", questId)
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}
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}
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func restoreClearedAfterRetire(user *store.UserState, questId int32, isRetired bool) {
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if !isRetired {
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return
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}
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qs := user.Quests[questId]
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if qs.ClearCount > 0 && qs.QuestStateType == model.UserQuestStateTypeActive {
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qs.QuestStateType = model.UserQuestStateTypeCleared
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user.Quests[questId] = qs
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}
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}
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func (h *QuestHandler) HandleQuestFinish(user *store.UserState, questId int32, isRetired, isAnnihilated bool, nowMillis int64) FinishOutcome {
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func (h *QuestHandler) HandleQuestFinish(user *store.UserState, questId int32, isRetired, isAnnihilated bool, nowMillis int64) FinishOutcome {
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quest, ok := h.QuestById[questId]
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quest, ok := h.QuestById[questId]
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if !ok {
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if !ok {
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@@ -260,17 +271,7 @@ func (h *QuestHandler) HandleQuestFinish(user *store.UserState, questId int32, i
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store.RecoverStamina(user, refund*1000, maxMillis, nowMillis)
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store.RecoverStamina(user, refund*1000, maxMillis, nowMillis)
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}
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}
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// On retire of a previously-cleared quest (cage Menu Pick replay or
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restoreClearedAfterRetire(user, questId, isRetired)
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// Map Play replay), HandleQuestStart marked QuestStateType=Active for
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// the run. With applyQuestVictory skipped on retire, that Active sticks
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// and the cage UI shows the quest as locked. Restore Cleared.
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if isRetired {
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qs := user.Quests[questId]
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if qs.ClearCount > 0 && qs.QuestStateType == model.UserQuestStateTypeActive {
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qs.QuestStateType = model.UserQuestStateTypeCleared
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user.Quests[questId] = qs
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}
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}
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user.MainQuest.ProgressQuestSceneId = 0
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user.MainQuest.ProgressQuestSceneId = 0
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user.MainQuest.ProgressHeadQuestSceneId = 0
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user.MainQuest.ProgressHeadQuestSceneId = 0
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