Fix retire wiping the cleared status of event and extra quests
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This commit is contained in:
Ilya Groshev
2026-05-17 11:29:16 +03:00
parent 0d46ee4557
commit 956dbfaefd
3 changed files with 16 additions and 11 deletions
+2
View File
@@ -54,6 +54,8 @@ func (h *QuestHandler) HandleEventQuestFinish(user *store.UserState, eventQuestC
store.RecoverStamina(user, refund*1000, maxMillis, nowMillis) store.RecoverStamina(user, refund*1000, maxMillis, nowMillis)
} }
restoreClearedAfterRetire(user, questId, isRetired)
user.EventQuest.CurrentEventQuestChapterId = 0 user.EventQuest.CurrentEventQuestChapterId = 0
user.EventQuest.CurrentQuestId = 0 user.EventQuest.CurrentQuestId = 0
user.EventQuest.CurrentQuestSceneId = 0 user.EventQuest.CurrentQuestSceneId = 0
+2
View File
@@ -51,6 +51,8 @@ func (h *QuestHandler) HandleExtraQuestFinish(user *store.UserState, questId int
store.RecoverStamina(user, refund*1000, maxMillis, nowMillis) store.RecoverStamina(user, refund*1000, maxMillis, nowMillis)
} }
restoreClearedAfterRetire(user, questId, isRetired)
user.ExtraQuest.CurrentQuestId = 0 user.ExtraQuest.CurrentQuestId = 0
user.ExtraQuest.CurrentQuestSceneId = 0 user.ExtraQuest.CurrentQuestSceneId = 0
user.ExtraQuest.HeadQuestSceneId = 0 user.ExtraQuest.HeadQuestSceneId = 0
+12 -11
View File
@@ -233,6 +233,17 @@ func (h *QuestHandler) finalizeChainPreviousQuest(user *store.UserState, questId
log.Printf("[HandleMainQuestSceneProgress] finalized chain-previous quest %d (cleared)", questId) log.Printf("[HandleMainQuestSceneProgress] finalized chain-previous quest %d (cleared)", questId)
} }
func restoreClearedAfterRetire(user *store.UserState, questId int32, isRetired bool) {
if !isRetired {
return
}
qs := user.Quests[questId]
if qs.ClearCount > 0 && qs.QuestStateType == model.UserQuestStateTypeActive {
qs.QuestStateType = model.UserQuestStateTypeCleared
user.Quests[questId] = qs
}
}
func (h *QuestHandler) HandleQuestFinish(user *store.UserState, questId int32, isRetired, isAnnihilated bool, nowMillis int64) FinishOutcome { func (h *QuestHandler) HandleQuestFinish(user *store.UserState, questId int32, isRetired, isAnnihilated bool, nowMillis int64) FinishOutcome {
quest, ok := h.QuestById[questId] quest, ok := h.QuestById[questId]
if !ok { if !ok {
@@ -260,17 +271,7 @@ func (h *QuestHandler) HandleQuestFinish(user *store.UserState, questId int32, i
store.RecoverStamina(user, refund*1000, maxMillis, nowMillis) store.RecoverStamina(user, refund*1000, maxMillis, nowMillis)
} }
// On retire of a previously-cleared quest (cage Menu Pick replay or restoreClearedAfterRetire(user, questId, isRetired)
// Map Play replay), HandleQuestStart marked QuestStateType=Active for
// the run. With applyQuestVictory skipped on retire, that Active sticks
// and the cage UI shows the quest as locked. Restore Cleared.
if isRetired {
qs := user.Quests[questId]
if qs.ClearCount > 0 && qs.QuestStateType == model.UserQuestStateTypeActive {
qs.QuestStateType = model.UserQuestStateTypeCleared
user.Quests[questId] = qs
}
}
user.MainQuest.ProgressQuestSceneId = 0 user.MainQuest.ProgressQuestSceneId = 0
user.MainQuest.ProgressHeadQuestSceneId = 0 user.MainQuest.ProgressHeadQuestSceneId = 0