Files
Ilya Groshev ef69c54949
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Pair gacha costume bonuses via curated lookup table
2026-05-21 17:49:19 +03:00

470 lines
15 KiB
Go

package masterdata
import (
"fmt"
"log"
"sort"
"lunar-tear/server/internal/model"
"lunar-tear/server/internal/store"
"lunar-tear/server/internal/utils"
)
type GachaPoolItem struct {
PossessionType int32
PossessionId int32
RarityType model.RarityType
CharacterId int32
}
type FeaturedSet struct {
Costumes []GachaPoolItem
Weapons []GachaPoolItem
}
type BannerPool struct {
CostumesByRarity map[int32][]GachaPoolItem
WeaponsByRarity map[int32][]GachaPoolItem
Featured []GachaPoolItem
}
type ShopFeaturedEntry struct {
CostumeId int32
WeaponId int32
}
type CatalogTerm struct {
TermId int32
StartDatetime int64
Costumes []GachaPoolItem
Weapons []GachaPoolItem
}
// StandardPoolTermId is the catalog term whose items form the cross-banner
// standard pool (term 1 holds the launch starter set).
const StandardPoolTermId int32 = 1
type GachaCatalog struct {
CostumesByRarity map[int32][]GachaPoolItem
WeaponsByRarity map[int32][]GachaPoolItem
StandardCostumesByRarity map[int32][]GachaPoolItem
StandardWeaponsByRarity map[int32][]GachaPoolItem
Materials []GachaPoolItem
CostumeById map[int32]GachaPoolItem
WeaponById map[int32]GachaPoolItem
CostumeWeaponMap map[int32]int32 // costumeId -> paired weaponId
FeaturedByGacha map[int32]FeaturedSet
BannerPools map[int32]*BannerPool
ShopFeaturedByMedal map[int32][]ShopFeaturedEntry // consumableId -> paired entries
TermById map[int32]*CatalogTerm
TermsByStartDatetime map[int64][]*CatalogTerm
}
func LoadGachaPool() (*GachaCatalog, error) {
costumes, err := utils.ReadTable[EntityMCostume]("m_costume")
if err != nil {
return nil, fmt.Errorf("load costume table: %w", err)
}
weapons, err := utils.ReadTable[EntityMWeapon]("m_weapon")
if err != nil {
return nil, fmt.Errorf("load weapon table: %w", err)
}
catalogCostumes, err := utils.ReadTable[EntityMCatalogCostume]("m_catalog_costume")
if err != nil {
return nil, fmt.Errorf("load catalog costume table: %w", err)
}
catalogWeapons, err := utils.ReadTable[EntityMCatalogWeapon]("m_catalog_weapon")
if err != nil {
return nil, fmt.Errorf("load catalog weapon table: %w", err)
}
materials, err := utils.ReadTable[EntityMMaterial]("m_material")
if err != nil {
return nil, fmt.Errorf("load material table: %w", err)
}
evoGroupRows, err := utils.ReadTable[EntityMWeaponEvolutionGroup]("m_weapon_evolution_group")
if err != nil {
return nil, fmt.Errorf("load weapon evolution group table: %w", err)
}
evolvedWeapons := buildEvolvedWeaponSet(evoGroupRows)
terms, err := utils.ReadTable[EntityMCatalogTerm]("m_catalog_term")
if err != nil {
return nil, fmt.Errorf("load catalog term table: %w", err)
}
firstClearRewards, err := utils.ReadTable[EntityMQuestFirstClearRewardGroup]("m_quest_first_clear_reward_group")
if err != nil {
return nil, fmt.Errorf("load quest first clear reward group table: %w", err)
}
sceneGrants, err := utils.ReadTable[EntityMUserQuestSceneGrantPossession]("m_user_quest_scene_grant_possession")
if err != nil {
return nil, fmt.Errorf("load user quest scene grant possession table: %w", err)
}
missionRewardRows, err := utils.ReadTable[EntityMMissionReward]("m_mission_reward")
if err != nil {
return nil, fmt.Errorf("load mission reward table: %w", err)
}
questGrantedCostumes := make(map[int32]bool)
questGrantedWeapons := make(map[int32]bool)
collectGrant := func(possType, possId int32) {
switch possType {
case int32(model.PossessionTypeCostume):
questGrantedCostumes[possId] = true
case int32(model.PossessionTypeWeapon):
questGrantedWeapons[possId] = true
}
}
for _, r := range firstClearRewards {
collectGrant(r.PossessionType, r.PossessionId)
}
for _, r := range sceneGrants {
collectGrant(r.PossessionType, r.PossessionId)
}
for _, r := range missionRewardRows {
collectGrant(r.PossessionType, r.PossessionId)
}
catalogCostumeSet := make(map[int32]bool, len(catalogCostumes))
for _, c := range catalogCostumes {
catalogCostumeSet[c.CostumeId] = true
}
catalogWeaponSet := make(map[int32]bool, len(catalogWeapons))
for _, w := range catalogWeapons {
catalogWeaponSet[w.WeaponId] = true
}
restrictedWeapons := make(map[int32]bool)
for _, w := range weapons {
if w.IsRestrictDiscard {
restrictedWeapons[w.WeaponId] = true
}
}
pool := &GachaCatalog{
CostumesByRarity: make(map[int32][]GachaPoolItem),
WeaponsByRarity: make(map[int32][]GachaPoolItem),
CostumeById: make(map[int32]GachaPoolItem),
WeaponById: make(map[int32]GachaPoolItem),
CostumeWeaponMap: make(map[int32]int32),
FeaturedByGacha: make(map[int32]FeaturedSet),
TermById: make(map[int32]*CatalogTerm),
TermsByStartDatetime: make(map[int64][]*CatalogTerm),
}
for _, t := range terms {
ct := &CatalogTerm{TermId: t.CatalogTermId, StartDatetime: t.StartDatetime}
pool.TermById[t.CatalogTermId] = ct
pool.TermsByStartDatetime[t.StartDatetime] = append(pool.TermsByStartDatetime[t.StartDatetime], ct)
}
questGrantedCostumeCount := 0
for _, c := range costumes {
if !catalogCostumeSet[c.CostumeId] {
continue
}
if c.RarityType < model.RaritySRare {
continue
}
if questGrantedCostumes[c.CostumeId] {
questGrantedCostumeCount++
continue
}
item := GachaPoolItem{
PossessionType: int32(model.PossessionTypeCostume),
PossessionId: c.CostumeId,
RarityType: c.RarityType,
CharacterId: c.CharacterId,
}
pool.CostumesByRarity[c.RarityType] = append(pool.CostumesByRarity[c.RarityType], item)
pool.CostumeById[c.CostumeId] = item
}
restrictedCount := 0
questGrantedWeaponCount := 0
evolvedFilteredCount := 0
for _, w := range weapons {
if !catalogWeaponSet[w.WeaponId] {
continue
}
if evolvedWeapons[w.WeaponId] {
evolvedFilteredCount++
continue
}
if questGrantedWeapons[w.WeaponId] {
questGrantedWeaponCount++
continue
}
item := GachaPoolItem{
PossessionType: int32(model.PossessionTypeWeapon),
PossessionId: w.WeaponId,
RarityType: w.RarityType,
}
pool.WeaponById[w.WeaponId] = item
if w.IsRestrictDiscard {
restrictedCount++
continue
}
pool.WeaponsByRarity[w.RarityType] = append(pool.WeaponsByRarity[w.RarityType], item)
}
// Bucket catalog items into their terms (uses the post-filter CostumeById/WeaponById).
for _, cc := range catalogCostumes {
ct := pool.TermById[cc.CatalogTermId]
if ct == nil {
continue
}
if item, ok := pool.CostumeById[cc.CostumeId]; ok {
ct.Costumes = append(ct.Costumes, item)
}
}
for _, cw := range catalogWeapons {
ct := pool.TermById[cw.CatalogTermId]
if ct == nil || restrictedWeapons[cw.WeaponId] {
continue
}
if item, ok := pool.WeaponById[cw.WeaponId]; ok {
ct.Weapons = append(ct.Weapons, item)
}
}
// Standard pool: items in term 1 (the launch starter set, same on every banner).
pool.StandardCostumesByRarity = make(map[int32][]GachaPoolItem)
pool.StandardWeaponsByRarity = make(map[int32][]GachaPoolItem)
if std := pool.TermById[StandardPoolTermId]; std != nil {
for _, c := range std.Costumes {
pool.StandardCostumesByRarity[c.RarityType] = append(pool.StandardCostumesByRarity[c.RarityType], c)
}
for _, w := range std.Weapons {
pool.StandardWeaponsByRarity[w.RarityType] = append(pool.StandardWeaponsByRarity[w.RarityType], w)
}
}
stdCos, stdWea := 0, 0
for _, items := range pool.StandardCostumesByRarity {
stdCos += len(items)
}
for _, items := range pool.StandardWeaponsByRarity {
stdWea += len(items)
}
log.Printf("[GachaPool] catalog terms: %d, standard pool: %d costumes + %d weapons (term %d)",
len(pool.TermById), stdCos, stdWea, StandardPoolTermId)
log.Printf("[GachaPool] pool excludes %d evolved, %d quest-granted costumes, %d quest-granted weapons, %d restricted weapons",
evolvedFilteredCount, questGrantedCostumeCount, questGrantedWeaponCount, restrictedCount)
for costumeId := range pool.CostumeById {
if wid, ok := costumeWeaponPairings[costumeId]; ok {
pool.CostumeWeaponMap[costumeId] = wid
}
}
log.Printf("[GachaPool] costume-weapon pairing: %d entries from lookup table", len(pool.CostumeWeaponMap))
for _, m := range materials {
pool.Materials = append(pool.Materials, GachaPoolItem{
PossessionType: int32(model.PossessionTypeMaterial),
PossessionId: m.MaterialId,
RarityType: m.RarityType,
})
}
return pool, nil
}
func (pool *GachaCatalog) BuildShopFeatured(shop *ShopCatalog) {
pool.ShopFeaturedByMedal = make(map[int32][]ShopFeaturedEntry)
for _, cells := range shop.ExchangeShopCells {
consumableId := shop.Items[cells[0].ShopItemId].PriceId
var entries []ShopFeaturedEntry
for _, cell := range cells {
contents := shop.Contents[cell.ShopItemId]
var costumeId, weaponId int32
for _, c := range contents {
switch c.PossessionType {
case int32(model.PossessionTypeCostume):
costumeId = c.PossessionId
case int32(model.PossessionTypeWeapon):
weaponId = c.PossessionId
}
}
if costumeId == 0 && weaponId == 0 {
continue
}
entries = append(entries, ShopFeaturedEntry{CostumeId: costumeId, WeaponId: weaponId})
}
if len(entries) > 0 {
pool.ShopFeaturedByMedal[consumableId] = entries
}
}
log.Printf("[GachaPool] shop featured: %d consumables", len(pool.ShopFeaturedByMedal))
}
func (pool *GachaCatalog) PruneUnpairedCostumes() {
pruned := 0
for costumeId := range pool.CostumeById {
if _, ok := pool.CostumeWeaponMap[costumeId]; !ok {
delete(pool.CostumeById, costumeId)
pruned++
}
}
for rarity, items := range pool.CostumesByRarity {
filtered := items[:0]
for _, item := range items {
if _, ok := pool.CostumeWeaponMap[item.PossessionId]; ok {
filtered = append(filtered, item)
}
}
pool.CostumesByRarity[rarity] = filtered
}
log.Printf("[GachaPool] pruned %d unpaired costumes", pruned)
}
// BuildFeaturedFromTerms derives a featured set for each non-chapter banner by
// unioning items from catalog terms that started on the banner's StartDatetime
// (excluding term 1 — the standard pool). Falls back to medal-exchange shop
// contents for banners whose StartDatetime doesn't line up with a term.
func (pool *GachaCatalog) BuildFeaturedFromTerms(entries []store.GachaCatalogEntry) {
matched := 0
fromShop := 0
gachaEligible := 0
for _, entry := range entries {
if entry.GachaLabelType == model.GachaLabelChapter {
continue
}
gachaEligible++
costumes, weapons := pool.unionTermFeatured(entry.StartDatetime)
if len(costumes) == 0 && len(weapons) == 0 && entry.MedalConsumableItemId != 0 {
if shopEntries, ok := pool.ShopFeaturedByMedal[entry.MedalConsumableItemId]; ok {
costumes, weapons = pool.featuredFromShop(shopEntries)
if len(costumes) > 0 || len(weapons) > 0 {
fromShop++
}
}
}
if len(costumes) == 0 && len(weapons) == 0 {
continue
}
sort.Slice(costumes, func(i, j int) bool { return costumes[i].PossessionId < costumes[j].PossessionId })
sort.Slice(weapons, func(i, j int) bool { return weapons[i].PossessionId < weapons[j].PossessionId })
pool.FeaturedByGacha[entry.GachaId] = FeaturedSet{Costumes: costumes, Weapons: weapons}
matched++
}
log.Printf("[GachaPool] featured per banner: %d/%d (term-match + %d from shop-fallback)",
matched, gachaEligible, fromShop)
}
func (pool *GachaCatalog) unionTermFeatured(startDatetime int64) (costumes, weapons []GachaPoolItem) {
coTerms := pool.TermsByStartDatetime[startDatetime]
if len(coTerms) == 0 {
return nil, nil
}
seenCostume := make(map[int32]bool)
seenWeapon := make(map[int32]bool)
for _, t := range coTerms {
if t.TermId == StandardPoolTermId {
continue
}
for _, c := range t.Costumes {
if c.RarityType < model.RaritySRare || seenCostume[c.PossessionId] {
continue
}
costumes = append(costumes, c)
seenCostume[c.PossessionId] = true
}
for _, w := range t.Weapons {
if w.RarityType < model.RaritySRare || seenWeapon[w.PossessionId] {
continue
}
weapons = append(weapons, w)
seenWeapon[w.PossessionId] = true
}
}
return costumes, weapons
}
func (pool *GachaCatalog) featuredFromShop(shopEntries []ShopFeaturedEntry) (costumes, weapons []GachaPoolItem) {
seenCostume := make(map[int32]bool)
seenWeapon := make(map[int32]bool)
linkedWeapons := make(map[int32]bool)
for _, se := range shopEntries {
if se.CostumeId == 0 || seenCostume[se.CostumeId] {
continue
}
if item, ok := pool.CostumeById[se.CostumeId]; ok && item.RarityType >= model.RaritySRare {
costumes = append(costumes, item)
seenCostume[se.CostumeId] = true
linkedWeapons[se.WeaponId] = true
}
}
for _, se := range shopEntries {
if se.WeaponId == 0 || linkedWeapons[se.WeaponId] || seenWeapon[se.WeaponId] {
continue
}
if item, ok := pool.WeaponById[se.WeaponId]; ok && item.RarityType >= model.RaritySRare {
weapons = append(weapons, item)
seenWeapon[se.WeaponId] = true
}
}
return costumes, weapons
}
func (pool *GachaCatalog) BuildBannerPools(entries []store.GachaCatalogEntry) {
pool.BannerPools = make(map[int32]*BannerPool)
for _, entry := range entries {
fs, hasFeatured := pool.FeaturedByGacha[entry.GachaId]
bannerCostumes := cloneRarityMap(pool.StandardCostumesByRarity)
bannerWeapons := cloneRarityMap(pool.StandardWeaponsByRarity)
var allFeatured []GachaPoolItem
if hasFeatured {
for _, c := range fs.Costumes {
bannerCostumes[c.RarityType] = append(bannerCostumes[c.RarityType], c)
allFeatured = append(allFeatured, c)
if wid, ok := pool.CostumeWeaponMap[c.PossessionId]; ok {
if w, ok := pool.WeaponById[wid]; ok {
bannerWeapons[w.RarityType] = append(bannerWeapons[w.RarityType], w)
allFeatured = append(allFeatured, w)
}
}
}
for _, w := range fs.Weapons {
bannerWeapons[w.RarityType] = append(bannerWeapons[w.RarityType], w)
allFeatured = append(allFeatured, w)
}
}
pool.BannerPools[entry.GachaId] = &BannerPool{
CostumesByRarity: bannerCostumes,
WeaponsByRarity: bannerWeapons,
Featured: allFeatured,
}
}
log.Printf("[GachaPool] banner pools: %d banners built from standard pool + per-banner featured", len(pool.BannerPools))
}
func cloneRarityMap(src map[int32][]GachaPoolItem) map[int32][]GachaPoolItem {
dst := make(map[int32][]GachaPoolItem, len(src))
for k, v := range src {
dst[k] = append([]GachaPoolItem(nil), v...)
}
return dst
}
func buildEvolvedWeaponSet(rows []EntityMWeaponEvolutionGroup) map[int32]bool {
grouped := make(map[int32][]EntityMWeaponEvolutionGroup)
for _, r := range rows {
grouped[r.WeaponEvolutionGroupId] = append(grouped[r.WeaponEvolutionGroupId], r)
}
evolved := make(map[int32]bool)
for _, chain := range grouped {
sort.Slice(chain, func(i, j int) bool {
return chain[i].EvolutionOrder < chain[j].EvolutionOrder
})
for i := 1; i < len(chain); i++ {
evolved[chain[i].WeaponId] = true
}
}
return evolved
}