package questflow import ( "fmt" "log" "lunar-tear/server/internal/gametime" "lunar-tear/server/internal/model" "lunar-tear/server/internal/store" ) func (h *QuestHandler) applySceneGrants(user *store.UserState, questSceneId int32, nowMillis int64) { grants, ok := h.SceneGrantsBySceneId[questSceneId] if !ok { return } for _, g := range grants { h.applyRewardPossession(user, model.PossessionType(g.PossessionType), g.PossessionId, g.Count, nowMillis) } } func (h *QuestHandler) isSceneAhead(newSceneId, currentHeadId int32) bool { if currentHeadId == 0 { return true } return h.SceneById[newSceneId].SortOrder > h.SceneById[currentHeadId].SortOrder } func (h *QuestHandler) advanceMainFlowScene(user *store.UserState, questId, sceneId int32) { if !h.isSceneAhead(sceneId, user.MainQuest.HeadQuestSceneId) { return } user.MainQuest.CurrentQuestSceneId = sceneId user.MainQuest.HeadQuestSceneId = sceneId lastSceneId := h.getChapterLastSceneId(questId) user.MainQuest.IsReachedLastQuestScene = sceneId == lastSceneId if routeId, ok := h.RouteIdByQuestId[questId]; ok { user.MainQuest.CurrentMainQuestRouteId = routeId if seasonId, ok := h.SeasonIdByRouteId[routeId]; ok { user.MainQuest.MainQuestSeasonId = seasonId RecordSeasonRoute(user, seasonId, routeId, gametime.NowMillis()) } } } // RecordSeasonRoute upserts the (season, route) pair into the player's history, // bumping LatestVersion on first insert. The history backs IUserMainQuestSeasonRoute, // which the client uses to know which chapters' scene metadata to load (so cage // menu-replay can transition to quests from older chapters without crashing). func RecordSeasonRoute(user *store.UserState, seasonId, routeId int32, nowMillis int64) { if seasonId <= 0 || routeId <= 0 { return } if user.MainQuestSeasonRoutes == nil { user.MainQuestSeasonRoutes = make(map[store.SeasonRouteKey]store.SeasonRouteEntry) } key := store.SeasonRouteKey{MainQuestSeasonId: seasonId, MainQuestRouteId: routeId} if _, exists := user.MainQuestSeasonRoutes[key]; exists { return } user.MainQuestSeasonRoutes[key] = store.SeasonRouteEntry{ MainQuestSeasonId: seasonId, MainQuestRouteId: routeId, LatestVersion: nowMillis, } } func (h *QuestHandler) HandleMainFlowSceneProgress(user *store.UserState, questSceneId int32, nowMillis int64) { scene, ok := h.SceneById[questSceneId] if !ok { panic(fmt.Sprintf("unknown sceneId=%d for HandleMainFlowSceneProgress", questSceneId)) } quest, ok := h.QuestById[scene.QuestId] if !ok { panic(fmt.Sprintf("unknown questId=%d for HandleMainFlowSceneProgress", questSceneId)) } h.advanceMainFlowScene(user, quest.QuestId, questSceneId) user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeMainFlow) if user.SideStoryActiveProgress.CurrentSideStoryQuestId != 0 { user.SideStoryActiveProgress = store.SideStoryActiveProgress{ LatestVersion: nowMillis, } } user.PortalCageStatus.IsCurrentProgress = false user.PortalCageStatus.LatestVersion = nowMillis h.applySceneGrants(user, questSceneId, nowMillis) } func (h *QuestHandler) advanceTutorialsForScene(user *store.UserState, sceneId int32) { currentScene, ok := h.SceneById[sceneId] if !ok { log.Printf("[advanceTutorialsForScene] unknown sceneId=%d", sceneId) return } for _, cond := range h.TutorialUnlockConditions { condScene, ok := h.SceneById[cond.ConditionValue] if !ok { log.Printf("[advanceTutorialsForScene] unknown conditionValue=%d", cond.ConditionValue) continue } if currentScene.SortOrder >= condScene.SortOrder { if _, exists := user.Tutorials[cond.TutorialType]; !exists { user.Tutorials[cond.TutorialType] = store.TutorialProgressState{ TutorialType: cond.TutorialType, ProgressPhase: 99999, } } } } } func (h *QuestHandler) getLastMainFlowSceneId(questId int32) int32 { sceneIds := h.SceneIdsByQuestId[questId] if len(sceneIds) == 0 { panic(fmt.Sprintf("no scenes found for questId=%d", questId)) } return sceneIds[len(sceneIds)-1] } func (h *QuestHandler) getChapterLastSceneId(questId int32) int32 { if id, ok := h.ChapterLastSceneByQuestId[questId]; ok { return id } return h.getLastMainFlowSceneId(questId) } func (h *QuestHandler) HandleReplayFlowSceneProgress(user *store.UserState, questSceneId int32, nowMillis int64) { user.MainQuest.ReplayFlowCurrentQuestSceneId = questSceneId if user.MainQuest.ReplayFlowHeadQuestSceneId == 0 || h.isSceneAhead(questSceneId, user.MainQuest.ReplayFlowHeadQuestSceneId) { user.MainQuest.ReplayFlowHeadQuestSceneId = questSceneId } user.MainQuest.LatestVersion = nowMillis log.Printf("[HandleReplayFlowSceneProgress] sceneId=%d replayHead=%d", questSceneId, user.MainQuest.ReplayFlowHeadQuestSceneId) } func (h *QuestHandler) HandleMainQuestSceneProgress(user *store.UserState, questSceneId int32) { scene, ok := h.SceneById[questSceneId] if !ok { panic(fmt.Sprintf("unknown sceneId=%d for HandleMainQuestSceneProgress", questSceneId)) } quest, ok := h.QuestById[scene.QuestId] if !ok { panic(fmt.Sprintf("unknown questId=%d for HandleMainQuestSceneProgress", questSceneId)) } if prevSceneId := user.MainQuest.ProgressQuestSceneId; prevSceneId != 0 { if prevScene, ok := h.SceneById[prevSceneId]; ok && prevScene.QuestId != quest.QuestId { h.finalizeChainPreviousQuest(user, prevScene.QuestId, gametime.NowMillis()) } } if isMainQuestPlayable(quest) { if model.QuestResultType(scene.QuestResultType) == model.QuestResultTypeHalfResult { nowMillis := gametime.NowMillis() h.clearQuestMissions(user, quest.QuestId, nowMillis) } user.MainQuest.ProgressQuestSceneId = questSceneId if h.isSceneAhead(questSceneId, user.MainQuest.ProgressHeadQuestSceneId) { user.MainQuest.ProgressHeadQuestSceneId = questSceneId } user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeSubFlow) user.MainQuest.ProgressQuestFlowType = int32(model.QuestFlowTypeSubFlow) } else { user.MainQuest.CurrentQuestSceneId = questSceneId if h.isSceneAhead(questSceneId, user.MainQuest.HeadQuestSceneId) { user.MainQuest.HeadQuestSceneId = questSceneId } lastSceneId := h.getChapterLastSceneId(quest.QuestId) user.MainQuest.IsReachedLastQuestScene = questSceneId == lastSceneId } }