Fix Main Quests replay and weapon awaken level cap
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This commit is contained in:
Ilya Groshev
2026-05-09 17:18:48 +03:00
parent 60e0402525
commit 9a2cc92a6f
16 changed files with 440 additions and 65 deletions
+2 -1
View File
@@ -74,7 +74,7 @@ func (s *QuestServiceServer) StartMainQuest(ctx context.Context, req *pb.StartMa
if req.IsReplayFlow {
engine.HandleQuestStartReplay(user, req.QuestId, req.IsBattleOnly, req.UserDeckNumber, nowMillis)
} else {
engine.HandleQuestStart(user, req.QuestId, req.IsBattleOnly, req.UserDeckNumber, nowMillis)
engine.HandleQuestStart(user, req.QuestId, req.IsBattleOnly, req.IsMainFlow, req.UserDeckNumber, nowMillis)
}
})
@@ -198,6 +198,7 @@ func (s *QuestServiceServer) SetRoute(ctx context.Context, req *pb.SetRouteReque
user.MainQuest.CurrentMainQuestRouteId = req.MainQuestRouteId
if seasonId, ok := engine.SeasonIdByRouteId[req.MainQuestRouteId]; ok {
user.MainQuest.MainQuestSeasonId = seasonId
questflow.RecordSeasonRoute(user, seasonId, req.MainQuestRouteId, gametime.NowMillis())
}
now := gametime.NowMillis()
user.PortalCageStatus.IsCurrentProgress = false
+23 -3
View File
@@ -19,6 +19,8 @@ import (
pb "lunar-tear/server/gen/proto"
"lunar-tear/server/internal/gametime"
"lunar-tear/server/internal/model"
"lunar-tear/server/internal/questflow"
"lunar-tear/server/internal/runtime"
"lunar-tear/server/internal/store"
)
@@ -26,15 +28,16 @@ type UserServiceServer struct {
pb.UnimplementedUserServiceServer
users store.UserRepository
sessions store.SessionRepository
holder *runtime.Holder
authURL string
noRegister bool
}
func NewUserServiceServer(users store.UserRepository, sessions store.SessionRepository, authURL string, noRegister bool) *UserServiceServer {
func NewUserServiceServer(users store.UserRepository, sessions store.SessionRepository, holder *runtime.Holder, authURL string, noRegister bool) *UserServiceServer {
if authURL != "" && !strings.Contains(authURL, "://") {
authURL = "http://" + authURL
}
return &UserServiceServer{users: users, sessions: sessions, authURL: authURL, noRegister: noRegister}
return &UserServiceServer{users: users, sessions: sessions, holder: holder, authURL: authURL, noRegister: noRegister}
}
func (s *UserServiceServer) RegisterUser(ctx context.Context, req *pb.RegisterUserRequest) (*pb.RegisterUserResponse, error) {
@@ -93,7 +96,24 @@ func (s *UserServiceServer) GameStart(ctx context.Context, _ *emptypb.Empty) (*p
userId := CurrentUserId(ctx, s.users, s.sessions)
s.users.UpdateUser(userId, func(user *store.UserState) {
user.GameStartDatetime = gametime.NowMillis()
now := gametime.NowMillis()
user.GameStartDatetime = now
// Backfill IUserMainQuestSeasonRoute history so the client can compute
// the next route after a chapter end. Idempotent: RecordSeasonRoute
// is a no-op for entries that already exist.
if catalog := s.holder.Get(); catalog != nil && catalog.QuestHandler != nil {
if user.MainQuest.MainQuestSeasonId > 0 && user.MainQuest.CurrentMainQuestRouteId > 0 {
before := len(user.MainQuestSeasonRoutes)
for _, p := range catalog.QuestHandler.SeasonRoutesUpToCurrent(user.MainQuest.MainQuestSeasonId, user.MainQuest.CurrentMainQuestRouteId) {
questflow.RecordSeasonRoute(user, p.MainQuestSeasonId, p.MainQuestRouteId, now)
}
if added := len(user.MainQuestSeasonRoutes) - before; added > 0 {
user.MainQuest.LatestVersion = now
log.Printf("[UserService] GameStart: backfilled %d MainQuestSeasonRoute entries", added)
}
}
}
})
return &pb.GameStartResponse{}, nil
+13 -2
View File
@@ -126,7 +126,7 @@ func (s *WeaponServiceServer) EnhanceByMaterial(ctx context.Context, req *pb.Enh
if thresholds, ok := catalog.ExpByEnhanceId[levelingEnhanceId]; ok {
weapon.Level, weapon.Exp = gameutil.LevelAndCap(weapon.Exp, thresholds)
if maxFunc, ok := catalog.MaxLevelByEnhanceId[wm.WeaponSpecificEnhanceId]; ok {
cap := maxFunc.Evaluate(weapon.LimitBreakCount)
cap := awakenedLevelCap(catalog, user, weapon, req.UserWeaponUuid, maxFunc.Evaluate(weapon.LimitBreakCount))
if weapon.Level > cap {
weapon.Level = cap
if int(cap) >= 0 && int(cap) < len(thresholds) {
@@ -748,7 +748,7 @@ func (s *WeaponServiceServer) EnhanceByWeapon(ctx context.Context, req *pb.Enhan
if thresholds, ok := catalog.ExpByEnhanceId[levelingEnhanceId]; ok {
weapon.Level, weapon.Exp = gameutil.LevelAndCap(weapon.Exp, thresholds)
if maxFunc, ok := catalog.MaxLevelByEnhanceId[wm.WeaponSpecificEnhanceId]; ok {
cap := maxFunc.Evaluate(weapon.LimitBreakCount)
cap := awakenedLevelCap(catalog, user, weapon, req.UserWeaponUuid, maxFunc.Evaluate(weapon.LimitBreakCount))
if weapon.Level > cap {
weapon.Level = cap
if int(cap) >= 0 && int(cap) < len(thresholds) {
@@ -878,3 +878,14 @@ func (s *WeaponServiceServer) Awaken(ctx context.Context, req *pb.WeaponAwakenRe
return &pb.WeaponAwakenResponse{}, nil
}
func awakenedLevelCap(catalog *masterdata.WeaponCatalog, user *store.UserState, weapon store.WeaponState, weaponUuid string, baseCap int32) int32 {
if _, awoken := user.WeaponAwakens[weaponUuid]; !awoken {
return baseCap
}
row, ok := catalog.AwakenByWeaponId[weapon.WeaponId]
if !ok {
return baseCap
}
return baseCap + row.LevelLimitUp
}