Support granting companions and parts from the shop

This commit is contained in:
Ilya Groshev
2026-04-22 22:45:29 +03:00
parent 945ca2e3df
commit dcd4a55cf9
3 changed files with 66 additions and 56 deletions
+14 -5
View File
@@ -59,11 +59,20 @@ func BuildGranter(catalog *masterdata.QuestCatalog) *store.PossessionGranter {
}
releaseConditions[groupId] = conds
}
partsById := make(map[int32]store.PartsRef, len(catalog.PartsById))
for id, p := range catalog.PartsById {
partsById[id] = store.PartsRef{
PartsGroupId: p.PartsGroupId,
PartsStatusMainLotteryGroupId: p.PartsStatusMainLotteryGroupId,
}
}
return &store.PossessionGranter{
CostumeById: costumeById,
WeaponById: weaponById,
WeaponSkillSlots: catalog.WeaponSkillSlots,
WeaponAbilitySlots: catalog.WeaponAbilitySlots,
ReleaseConditions: releaseConditions,
CostumeById: costumeById,
WeaponById: weaponById,
WeaponSkillSlots: catalog.WeaponSkillSlots,
WeaponAbilitySlots: catalog.WeaponAbilitySlots,
ReleaseConditions: releaseConditions,
PartsById: partsById,
DefaultPartsStatusMainByLotteryGroup: catalog.DefaultPartsStatusMainByLotteryGroup,
}
}
+2 -51
View File
@@ -4,8 +4,6 @@ import (
"fmt"
"log"
"github.com/google/uuid"
"lunar-tear/server/internal/gameutil"
"lunar-tear/server/internal/masterdata"
"lunar-tear/server/internal/model"
@@ -262,54 +260,7 @@ func (h *QuestHandler) applyQuestRewards(user *store.UserState, questId int32, n
}
func (h *QuestHandler) applyRewardPossession(user *store.UserState, possType model.PossessionType, possId, count int32, nowMillis int64) {
switch possType {
case model.PossessionTypeCompanion:
h.grantCompanion(user, possId, nowMillis)
case model.PossessionTypeParts:
h.grantParts(user, possId, nowMillis)
default:
h.Granter.GrantFull(user, possType, possId, count, nowMillis)
}
}
func (h *QuestHandler) grantCompanion(user *store.UserState, companionId int32, nowMillis int64) {
for _, row := range user.Companions {
if row.CompanionId == companionId {
return
}
}
key := uuid.New().String()
user.Companions[key] = store.CompanionState{
UserCompanionUuid: key,
CompanionId: companionId,
Level: 1,
HeadupDisplayViewId: 1,
AcquisitionDatetime: nowMillis,
}
}
func (h *QuestHandler) grantParts(user *store.UserState, partsId int32, nowMillis int64) {
var mainStatId int32
if partsDef, ok := h.PartsById[partsId]; ok {
mainStatId = h.DefaultPartsStatusMainByLotteryGroup[partsDef.PartsStatusMainLotteryGroupId]
if _, exists := user.PartsGroupNotes[partsDef.PartsGroupId]; !exists {
user.PartsGroupNotes[partsDef.PartsGroupId] = store.PartsGroupNoteState{
PartsGroupId: partsDef.PartsGroupId,
FirstAcquisitionDatetime: nowMillis,
LatestVersion: nowMillis,
}
}
}
key := uuid.New().String()
user.Parts[key] = store.PartsState{
UserPartsUuid: key,
PartsId: partsId,
Level: 1,
PartsStatusMainId: mainStatId,
AcquisitionDatetime: nowMillis,
}
h.Granter.GrantFull(user, possType, possId, count, nowMillis)
}
func (h *QuestHandler) grantWeaponStoryUnlock(user *store.UserState, weaponId, storyIndex int32, nowMillis int64) bool {
@@ -338,7 +289,7 @@ func (h *QuestHandler) applyCompanionTutorialReward(user *store.UserState, choic
log.Printf("[QuestHandler] unknown companion tutorial choiceId=%d", choiceId)
return nil
}
h.grantCompanion(user, companionId, nowMillis)
h.Granter.GrantCompanion(user, companionId, nowMillis)
return []RewardGrant{{
PossessionType: model.PossessionTypeCompanion,
PossessionId: companionId,
+50
View File
@@ -100,6 +100,11 @@ type WeaponStoryReleaseCond struct {
ConditionValue int32
}
type PartsRef struct {
PartsGroupId int32
PartsStatusMainLotteryGroupId int32
}
type PossessionGranter struct {
CostumeById map[int32]CostumeRef
WeaponById map[int32]WeaponRef
@@ -107,6 +112,9 @@ type PossessionGranter struct {
WeaponAbilitySlots map[int32][]int32
ReleaseConditions map[int32][]WeaponStoryReleaseCond
PartsById map[int32]PartsRef
DefaultPartsStatusMainByLotteryGroup map[int32]int32
LastChangedStoryWeaponIds []int32
}
@@ -122,6 +130,10 @@ func (g *PossessionGranter) GrantFull(user *UserState, possessionType model.Poss
g.GrantCostume(user, possessionId, nowMillis)
case model.PossessionTypeWeapon, model.PossessionTypeWeaponEnhanced:
g.GrantWeapon(user, possessionId, nowMillis)
case model.PossessionTypeCompanion, model.PossessionTypeCompanionEnhanced:
g.GrantCompanion(user, possessionId, nowMillis)
case model.PossessionTypeParts, model.PossessionTypePartsEnhanced:
g.GrantParts(user, possessionId, nowMillis)
default:
GrantPossession(user, possessionType, possessionId, count)
}
@@ -156,6 +168,44 @@ func (g *PossessionGranter) GrantCostume(user *UserState, costumeId int32, nowMi
}
}
func (g *PossessionGranter) GrantCompanion(user *UserState, companionId int32, nowMillis int64) {
for _, row := range user.Companions {
if row.CompanionId == companionId {
return
}
}
key := uuid.New().String()
user.Companions[key] = CompanionState{
UserCompanionUuid: key,
CompanionId: companionId,
Level: 1,
HeadupDisplayViewId: 1,
AcquisitionDatetime: nowMillis,
}
}
func (g *PossessionGranter) GrantParts(user *UserState, partsId int32, nowMillis int64) {
var mainStatId int32
if ref, ok := g.PartsById[partsId]; ok {
mainStatId = g.DefaultPartsStatusMainByLotteryGroup[ref.PartsStatusMainLotteryGroupId]
if _, exists := user.PartsGroupNotes[ref.PartsGroupId]; !exists {
user.PartsGroupNotes[ref.PartsGroupId] = PartsGroupNoteState{
PartsGroupId: ref.PartsGroupId,
FirstAcquisitionDatetime: nowMillis,
LatestVersion: nowMillis,
}
}
}
key := uuid.New().String()
user.Parts[key] = PartsState{
UserPartsUuid: key,
PartsId: partsId,
Level: 1,
PartsStatusMainId: mainStatId,
AcquisitionDatetime: nowMillis,
}
}
func (g *PossessionGranter) GrantWeapon(user *UserState, weaponId int32, nowMillis int64) {
key := uuid.New().String()
user.Weapons[key] = WeaponState{