Files
Ilya Groshev dc7c1df4fd
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Add campaign bonuses; fix parts variant/sub-stat grants and menu-pick quest resume state
2026-05-25 09:31:53 +03:00

167 lines
5.9 KiB
Go

package masterdata
import (
"fmt"
"lunar-tear/server/internal/model"
"lunar-tear/server/internal/utils"
)
type PartsStatusMainDef struct {
StatusKindType int32
StatusCalculationType int32
StatusChangeInitialValue int32
StatusNumericalFunctionId int32
}
type PartsCatalog struct {
PartsById map[int32]EntityMParts
DefaultPartsStatusMainByLotteryGroup map[int32]int32
RarityByRarityType map[model.RarityType]EntityMPartsRarity
RateByGroupAndLevel map[int32]map[int32]int32
PriceByGroupAndLevel map[int32]map[int32]int32
SellPriceByRarity map[model.RarityType]NumericalFunc
PartsStatusMainById map[int32]PartsStatusMainDef
SubStatusPool map[int32][]int32 // lotteryGroupId -> eligible PartsStatusMainIds
SubStatusUnlockLvls map[model.RarityType][]int32 // rarity -> levels where sub-slots unlock
FuncResolver *FunctionResolver
}
func LoadPartsCatalog() (*PartsCatalog, error) {
partsRows, err := utils.ReadTable[EntityMParts]("m_parts")
if err != nil {
return nil, fmt.Errorf("load parts table: %w", err)
}
rarityRows, err := utils.ReadTable[EntityMPartsRarity]("m_parts_rarity")
if err != nil {
return nil, fmt.Errorf("load parts rarity table: %w", err)
}
rateRows, err := utils.ReadTable[EntityMPartsLevelUpRateGroup]("m_parts_level_up_rate_group")
if err != nil {
return nil, fmt.Errorf("load parts level up rate table: %w", err)
}
priceRows, err := utils.ReadTable[EntityMPartsLevelUpPriceGroup]("m_parts_level_up_price_group")
if err != nil {
return nil, fmt.Errorf("load parts level up price table: %w", err)
}
partsById := make(map[int32]EntityMParts, len(partsRows))
for _, p := range partsRows {
partsById[p.PartsId] = p
}
// Lottery group ID encodes tier (first digit 1-4) and stat category
// (second digit 1-6). Formula: mainStatId = (category - 1) * 4 + tier.
defaultPartsStatusMainByLotteryGroup := make(map[int32]int32, 24)
for tier := int32(1); tier <= 4; tier++ {
for cat := int32(1); cat <= 6; cat++ {
groupId := tier*10 + cat
mainStatId := (cat-1)*4 + tier
defaultPartsStatusMainByLotteryGroup[groupId] = mainStatId
}
}
funcResolver, err := LoadFunctionResolver()
if err != nil {
return nil, fmt.Errorf("load function resolver: %w", err)
}
rarityByRarityType := make(map[model.RarityType]EntityMPartsRarity, len(rarityRows))
sellPriceByRarity := make(map[model.RarityType]NumericalFunc, len(rarityRows))
for _, r := range rarityRows {
rarityByRarityType[r.RarityType] = r
if f, ok := funcResolver.Resolve(r.SellPriceNumericalFunctionId); ok {
sellPriceByRarity[r.RarityType] = f
}
}
rateByGroupAndLevel := make(map[int32]map[int32]int32)
for _, r := range rateRows {
if rateByGroupAndLevel[r.PartsLevelUpRateGroupId] == nil {
rateByGroupAndLevel[r.PartsLevelUpRateGroupId] = make(map[int32]int32)
}
rateByGroupAndLevel[r.PartsLevelUpRateGroupId][r.LevelLowerLimit] = r.SuccessRatePermil
}
priceByGroupAndLevel := make(map[int32]map[int32]int32)
for _, p := range priceRows {
if priceByGroupAndLevel[p.PartsLevelUpPriceGroupId] == nil {
priceByGroupAndLevel[p.PartsLevelUpPriceGroupId] = make(map[int32]int32)
}
priceByGroupAndLevel[p.PartsLevelUpPriceGroupId][p.LevelLowerLimit] = p.Gold
}
partsStatusMainById, subStatusPool := buildPartsStatusMain()
unlockLvls := []int32{3, 6, 9, 12}
subStatusUnlockLvls := map[model.RarityType][]int32{
model.RarityNormal: unlockLvls,
model.RarityRare: unlockLvls,
model.RaritySRare: unlockLvls,
model.RaritySSRare: unlockLvls,
}
return &PartsCatalog{
PartsById: partsById,
DefaultPartsStatusMainByLotteryGroup: defaultPartsStatusMainByLotteryGroup,
RarityByRarityType: rarityByRarityType,
RateByGroupAndLevel: rateByGroupAndLevel,
PriceByGroupAndLevel: priceByGroupAndLevel,
SellPriceByRarity: sellPriceByRarity,
PartsStatusMainById: partsStatusMainById,
SubStatusPool: subStatusPool,
SubStatusUnlockLvls: subStatusUnlockLvls,
FuncResolver: funcResolver,
}, nil
}
// buildPartsStatusMain constructs the 36 PartsStatusMain definitions and
// groups them into sub-status lottery pools by tier (1-4).
// The data mirrors EntityMPartsStatusMainTable.json which is structured as
// 9 stat categories x 4 tiers. Tier within each category maps to the
// PartsStatusSubLotteryGroupId on the part definition.
func buildPartsStatusMain() (map[int32]PartsStatusMainDef, map[int32][]int32) {
type statCat struct {
kindType int32
calcType int32
initVals [4]int32
funcStart int32
}
cats := []statCat{
{2, 1, [4]int32{50, 100, 150, 250}, 101}, // Attack flat
{7, 1, [4]int32{50, 100, 150, 250}, 101}, // Vitality flat
{2, 2, [4]int32{10, 30, 70, 120}, 105}, // Attack %
{7, 2, [4]int32{10, 30, 70, 120}, 105}, // Vitality %
{6, 2, [4]int32{10, 30, 70, 120}, 105}, // HP %
{6, 1, [4]int32{600, 1200, 1800, 3000}, 109}, // HP flat
{4, 1, [4]int32{10, 30, 70, 120}, 113}, // CritRatio
{3, 1, [4]int32{20, 50, 80, 100}, 117}, // CritAttack
{1, 1, [4]int32{10, 20, 30, 40}, 121}, // Agility
}
defs := make(map[int32]PartsStatusMainDef, 36)
pool := map[int32][]int32{1: {}, 2: {}, 3: {}, 4: {}}
id := int32(1)
for _, c := range cats {
for tier := 0; tier < 4; tier++ {
defs[id] = PartsStatusMainDef{
StatusKindType: c.kindType,
StatusCalculationType: c.calcType,
StatusChangeInitialValue: c.initVals[tier],
StatusNumericalFunctionId: c.funcStart + int32(tier),
}
pool[int32(tier+1)] = append(pool[int32(tier+1)], id)
id++
}
}
// Newer parts groups (PartsGroupId 401-490) use PartsStatusSubLotteryGroupId
// 11/12 for rarities 10/20 instead of 1/2. Same stat pools — alias them.
pool[11] = pool[1]
pool[12] = pool[2]
return defs, pool
}