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https://github.com/Walter-Sparrow/lunar-tear.git
synced 2026-07-02 05:43:41 +03:00
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2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 956dbfaefd | |||
| 0d46ee4557 |
@@ -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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}
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restoreClearedAfterRetire(user, questId, isRetired)
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user.EventQuest.CurrentEventQuestChapterId = 0
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user.EventQuest.CurrentQuestId = 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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}
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restoreClearedAfterRetire(user, questId, isRetired)
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user.ExtraQuest.CurrentQuestId = 0
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user.ExtraQuest.CurrentQuestSceneId = 0
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user.ExtraQuest.HeadQuestSceneId = 0
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@@ -84,7 +84,7 @@ func (h *QuestHandler) handleQuestStartInternal(user *store.UserState, questId i
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}
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case isReplayFlow:
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h.applyReplayStart(user, questId, isBattleOnly, nowMillis)
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h.applyReplayStart(user, quest, questId, isBattleOnly, nowMillis)
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return
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}
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@@ -131,9 +131,7 @@ func snapshotMainQuestIfNeeded(user *store.UserState) {
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}
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}
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// Preserve CurrentQuestFlowType when HandleReplayFlowSceneProgress already
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// set it: replay-variant ids (30000+) aren't in RouteIdByQuestId.
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func (h *QuestHandler) applyReplayStart(user *store.UserState, questId int32, isBattleOnly bool, nowMillis int64) {
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func (h *QuestHandler) applyReplayStart(user *store.UserState, quest masterdata.EntityMQuest, questId int32, isBattleOnly bool, nowMillis int64) {
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flowType := h.replayFlowTypeFromQuestId(user, questId)
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if model.IsReplayQuestFlowType(user.MainQuest.CurrentQuestFlowType) {
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flowType = model.QuestFlowType(user.MainQuest.CurrentQuestFlowType)
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@@ -142,12 +140,26 @@ func (h *QuestHandler) applyReplayStart(user *store.UserState, questId int32, is
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user.MainQuest.LatestVersion = nowMillis
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questState := user.Quests[questId]
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questState.QuestStateType = model.UserQuestStateTypeActive
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questState.LatestStartDatetime = nowMillis
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user.Quests[questId] = questState
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log.Printf("[HandleQuestStart] replay quest=%d flowType=%s isBattleOnly=%v current=%d head=%d",
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questId, flowType, isBattleOnly,
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if isMainQuestPlayable(quest) {
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questState.QuestStateType = model.UserQuestStateTypeActive
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user.Quests[questId] = questState
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} else {
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if questState.QuestStateType != model.UserQuestStateTypeCleared {
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questState.QuestStateType = model.UserQuestStateTypeCleared
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questState.ClearCount++
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questState.DailyClearCount++
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questState.LastClearDatetime = nowMillis
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}
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user.Quests[questId] = questState
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if sceneIds := h.SceneIdsByQuestId[questId]; len(sceneIds) > 0 {
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h.advanceReplayFlowScene(user, sceneIds[0])
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}
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}
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log.Printf("[HandleQuestStart] replay quest=%d flowType=%s isBattleOnly=%v playable=%v current=%d head=%d",
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questId, flowType, isBattleOnly, isMainQuestPlayable(quest),
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user.MainQuest.ReplayFlowCurrentQuestSceneId,
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user.MainQuest.ReplayFlowHeadQuestSceneId)
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}
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@@ -221,6 +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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}
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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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quest, ok := h.QuestById[questId]
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if !ok {
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@@ -248,17 +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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}
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// On retire of a previously-cleared quest (cage Menu Pick replay or
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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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restoreClearedAfterRetire(user, questId, isRetired)
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user.MainQuest.ProgressQuestSceneId = 0
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user.MainQuest.ProgressHeadQuestSceneId = 0
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@@ -51,8 +51,14 @@ func (h *QuestHandler) advanceMainFlowScene(user *store.UserState, questId, scen
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}
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}
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// Backs IUserMainQuestSeasonRoute: the client needs the history to load
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// scene metadata when cage menu-replay jumps to older chapters.
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func (h *QuestHandler) advanceReplayFlowScene(user *store.UserState, sceneId int32) {
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if !h.isSceneAhead(sceneId, user.MainQuest.ReplayFlowHeadQuestSceneId) {
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return
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}
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user.MainQuest.ReplayFlowCurrentQuestSceneId = sceneId
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user.MainQuest.ReplayFlowHeadQuestSceneId = sceneId
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}
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func RecordSeasonRoute(user *store.UserState, seasonId, routeId int32, nowMillis int64) {
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if seasonId <= 0 || routeId <= 0 {
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return
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@@ -176,6 +182,12 @@ func (h *QuestHandler) replayFlowTypeForRoute(user *store.UserState, routeId int
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return model.QuestFlowTypeAnotherRouteReplayFlow
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}
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}
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if len(user.MainQuestSeasonRoutes) == 0 &&
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user.MainQuest.MainQuestSeasonId == seasonId &&
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user.MainQuest.CurrentMainQuestRouteId != 0 &&
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user.MainQuest.CurrentMainQuestRouteId != routeId {
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return model.QuestFlowTypeAnotherRouteReplayFlow
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}
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return model.QuestFlowTypeReplayFlow
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}
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