Implement world-map entities
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This commit is contained in:
Ilya Groshev
2026-05-21 14:15:11 +03:00
parent ab5a999ffe
commit b65c1c5fce
12 changed files with 998 additions and 50 deletions
+103
View File
@@ -0,0 +1,103 @@
package masterdata
import (
"log"
"lunar-tear/server/internal/model"
"lunar-tear/server/internal/store"
"lunar-tear/server/internal/utils"
)
type HiddenStoryRequirements struct {
MissionIds []int32
QuestMissions []store.QuestMissionKey
}
func LoadHiddenStoryRequirements() HiddenStoryRequirements {
var empty HiddenStoryRequirements
gimmicks, err := utils.ReadTable[EntityMGimmick]("m_gimmick")
if err != nil {
log.Printf("[hiddenstory] m_gimmick unavailable: %v", err)
return empty
}
conditions, err := utils.ReadTable[EntityMEvaluateCondition]("m_evaluate_condition")
if err != nil {
log.Printf("[hiddenstory] m_evaluate_condition unavailable: %v", err)
return empty
}
valueGroups, err := utils.ReadTable[EntityMEvaluateConditionValueGroup]("m_evaluate_condition_value_group")
if err != nil {
log.Printf("[hiddenstory] m_evaluate_condition_value_group unavailable: %v", err)
return empty
}
condById := make(map[int32]EntityMEvaluateCondition, len(conditions))
for _, c := range conditions {
condById[c.EvaluateConditionId] = c
}
valuesByGroup := make(map[int32]map[int32]int64)
for _, vg := range valueGroups {
g := valuesByGroup[vg.EvaluateConditionValueGroupId]
if g == nil {
g = make(map[int32]int64)
valuesByGroup[vg.EvaluateConditionValueGroupId] = g
}
g[vg.GroupIndex] = vg.Value
}
missionSet := make(map[int32]struct{})
questMissionSet := make(map[store.QuestMissionKey]struct{})
seen := make(map[int32]bool)
var resolve func(conditionId int32, depth int)
resolve = func(conditionId int32, depth int) {
if conditionId == 0 || depth > 16 || seen[conditionId] {
return
}
seen[conditionId] = true
c, ok := condById[conditionId]
if !ok {
return
}
group := valuesByGroup[c.EvaluateConditionValueGroupId]
switch model.EvaluateConditionFunctionType(c.EvaluateConditionFunctionType) {
case model.EvaluateConditionFunctionTypeRecursion:
// Value-group entries are sub-condition ids; satisfying all leaves makes
// both AND and OR recursion conditions evaluate true.
for _, sub := range group {
resolve(int32(sub), depth+1)
}
case model.EvaluateConditionFunctionTypeMissionClear:
if v, ok := group[defaultGroupIndex]; ok {
missionSet[int32(v)] = struct{}{}
}
case model.EvaluateConditionFunctionTypeQuestMissionClear:
questId, ok1 := group[1]
questMissionId, ok2 := group[2]
if ok1 && ok2 {
questMissionSet[store.QuestMissionKey{
QuestId: int32(questId),
QuestMissionId: int32(questMissionId),
}] = struct{}{}
}
}
}
for _, g := range gimmicks {
switch model.GimmickType(g.GimmickType) {
case model.GimmickTypeReport, model.GimmickTypeCageMemory:
resolve(g.ClearEvaluateConditionId, 0)
}
}
req := HiddenStoryRequirements{}
for id := range missionSet {
req.MissionIds = append(req.MissionIds, id)
}
for key := range questMissionSet {
req.QuestMissions = append(req.QuestMissions, key)
}
log.Printf("hidden-story requirements: %d missions, %d quest-missions", len(req.MissionIds), len(req.QuestMissions))
return req
}