Files
Ilya Groshev 63df7d7055
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Add auto-repeat quest and memoir auto-sell
2026-05-28 10:48:26 +03:00

565 lines
18 KiB
Go

package store
import (
"fmt"
"log"
"math/rand"
"sort"
"github.com/google/uuid"
"lunar-tear/server/internal/gametime"
"lunar-tear/server/internal/model"
)
func DeductPrice(user *UserState, priceType, priceId, amount int32) error {
switch priceType {
case model.PriceTypeConsumableItem:
cur := user.ConsumableItems[priceId]
if cur < amount {
return fmt.Errorf("insufficient consumable %d: have %d, need %d", priceId, cur, amount)
}
user.ConsumableItems[priceId] = cur - amount
case model.PriceTypeGem:
total := user.Gem.FreeGem + user.Gem.PaidGem
if total < amount {
return fmt.Errorf("insufficient gems: have %d, need %d", total, amount)
}
if user.Gem.FreeGem >= amount {
user.Gem.FreeGem -= amount
} else {
amount -= user.Gem.FreeGem
user.Gem.FreeGem = 0
user.Gem.PaidGem -= amount
}
case model.PriceTypePaidGem:
if user.Gem.PaidGem < amount {
return fmt.Errorf("insufficient paid gems: have %d, need %d", user.Gem.PaidGem, amount)
}
user.Gem.PaidGem -= amount
case model.PriceTypePlatformPayment:
// real-money purchase -- treat as free on private server
default:
log.Printf("[DeductPrice] unhandled priceType=%d priceId=%d amount=%d", priceType, priceId, amount)
}
return nil
}
func DeductPossession(user *UserState, possessionType model.PossessionType, possessionId, count int32) {
switch possessionType {
case model.PossessionTypeMaterial:
user.Materials[possessionId] -= count
if user.Materials[possessionId] <= 0 {
delete(user.Materials, possessionId)
}
case model.PossessionTypeConsumableItem:
user.ConsumableItems[possessionId] -= count
if user.ConsumableItems[possessionId] <= 0 {
delete(user.ConsumableItems, possessionId)
}
case model.PossessionTypePaidGem:
user.Gem.PaidGem -= count
case model.PossessionTypeFreeGem:
user.Gem.FreeGem -= count
default:
log.Printf("[DeductPossession] unhandled type=%d id=%d count=%d", possessionType, possessionId, count)
}
}
func GrantPossession(user *UserState, possessionType model.PossessionType, possessionId, count int32) {
switch possessionType {
case model.PossessionTypeMaterial:
user.Materials[possessionId] += count
case model.PossessionTypeConsumableItem:
user.ConsumableItems[possessionId] += count
case model.PossessionTypePaidGem:
user.Gem.PaidGem += count
case model.PossessionTypeFreeGem:
user.Gem.FreeGem += count
case model.PossessionTypeImportantItem:
user.ImportantItems[possessionId] += count
case model.PossessionTypePremiumItem:
user.PremiumItems[possessionId] = gametime.NowMillis()
default:
log.Printf("[GrantPossession] unhandled type=%d id=%d count=%d", possessionType, possessionId, count)
}
}
type CostumeRef struct {
CharacterId int32
}
type WeaponRef struct {
WeaponSkillGroupId int32
WeaponAbilityGroupId int32
WeaponStoryReleaseConditionGroupId int32
}
type WeaponStoryReleaseCond struct {
StoryIndex int32
WeaponStoryReleaseConditionType model.WeaponStoryReleaseConditionType
ConditionValue int32
}
type PartsRef struct {
PartsGroupId int32
RarityType int32
PartsInitialLotteryId int32
PartsStatusMainLotteryGroupId int32
PartsStatusSubLotteryGroupId int32
}
// PartsStatusSubDef carries the per-lottery-id sub-status shape needed at
// grant time. Held here so the store package does not import masterdata.
type PartsStatusSubDef struct {
StatusKindType int32
StatusCalculationType int32
StatusChangeInitialValue int32
StatusFunc func(level int32) int32
}
type PossessionGranter struct {
CostumeById map[int32]CostumeRef
WeaponById map[int32]WeaponRef
WeaponSkillSlots map[int32][]int32
WeaponAbilitySlots map[int32][]int32
ReleaseConditions map[int32][]WeaponStoryReleaseCond
PartsById map[int32]PartsRef
DefaultPartsStatusMainByLotteryGroup map[int32]int32
PartsVariantsByGroupRarity map[int32]map[int32][]int32
PartsSubStatusPool map[int32][]int32
PartsSubStatusDefs map[int32]PartsStatusSubDef
PartsSellPriceL1ByRarity map[int32]int32
GoldConsumableItemId int32
LastChangedStoryWeaponIds []int32
}
func (g *PossessionGranter) DrainChangedStoryWeaponIds() []int32 {
ids := g.LastChangedStoryWeaponIds
g.LastChangedStoryWeaponIds = nil
return ids
}
func (g *PossessionGranter) GrantFull(user *UserState, possessionType model.PossessionType, possessionId, count int32, nowMillis int64) {
switch possessionType {
case model.PossessionTypeCostume, model.PossessionTypeCostumeEnhanced:
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)
}
}
func (g *PossessionGranter) GrantCostume(user *UserState, costumeId int32, nowMillis int64) {
for _, row := range user.Costumes {
if row.CostumeId == costumeId {
return
}
}
if cm, ok := g.CostumeById[costumeId]; ok {
if _, exists := user.Characters[cm.CharacterId]; !exists {
user.Characters[cm.CharacterId] = CharacterState{
CharacterId: cm.CharacterId,
Level: 1,
}
}
}
key := uuid.New().String()
user.Costumes[key] = CostumeState{
UserCostumeUuid: key,
CostumeId: costumeId,
Level: 1,
HeadupDisplayViewId: 1,
AcquisitionDatetime: nowMillis,
}
user.CostumeActiveSkills[key] = CostumeActiveSkillState{
UserCostumeUuid: key,
Level: 1,
AcquisitionDatetime: nowMillis,
}
}
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, requestedPartsId int32, nowMillis int64) {
chosenPartsId, chosenRef, ok := g.rollPartsVariant(requestedPartsId)
if !ok {
g.grantBareParts(user, requestedPartsId, nowMillis)
return
}
g.createParts(user, chosenPartsId, chosenRef, nowMillis)
}
// The rolled variant sets both rarity and rank, so the auto-sale decision can
// only happen after the roll. Returns the rolled variant id and whether it sold.
func (g *PossessionGranter) GrantOrSellPartsDrop(user *UserState, requestedPartsId int32, raritySet, rankSet map[int32]bool, nowMillis int64) (int32, bool) {
chosenPartsId, chosenRef, ok := g.rollPartsVariant(requestedPartsId)
if !ok {
g.grantBareParts(user, requestedPartsId, nowMillis)
return requestedPartsId, false
}
rarity := chosenRef.RarityType
rank := chosenRef.PartsInitialLotteryId
if price, ok := g.PartsSellPriceL1ByRarity[rarity]; ok && raritySet[rarity] && rankSet[rank] {
user.ConsumableItems[g.GoldConsumableItemId] += price
log.Printf("[GrantParts] auto-sold chosen=%d rarity=%d rank=%d -> %d gold", chosenPartsId, rarity, rank, price)
return chosenPartsId, true
}
g.createParts(user, chosenPartsId, chosenRef, nowMillis)
return chosenPartsId, false
}
func (g *PossessionGranter) grantBareParts(user *UserState, partsId int32, nowMillis int64) {
key := uuid.New().String()
user.Parts[key] = PartsState{
UserPartsUuid: key,
PartsId: partsId,
Level: 1,
AcquisitionDatetime: nowMillis,
}
log.Printf("[GrantParts] unknown partsId=%d, granted as-is with no variant roll", partsId)
}
// rollPartsVariant picks one of a parts group's 5 variants at random; the five
// carry distinct PartsInitialLotteryId 1..5, which is the part's rank.
func (g *PossessionGranter) rollPartsVariant(requestedPartsId int32) (int32, PartsRef, bool) {
ref, refOk := g.PartsById[requestedPartsId]
if !refOk {
return requestedPartsId, PartsRef{}, false
}
chosenPartsId := requestedPartsId
chosenRef := ref
if variants := g.PartsVariantsByGroupRarity[ref.PartsGroupId][ref.RarityType]; len(variants) == 5 {
chosenPartsId = variants[rand.Intn(len(variants))]
chosenRef = g.PartsById[chosenPartsId]
} else {
log.Printf("[GrantParts] no 5-variant set for group=%d rarity=%d (have %d), granting requested=%d", ref.PartsGroupId, ref.RarityType, len(variants), requestedPartsId)
}
return chosenPartsId, chosenRef, true
}
func (g *PossessionGranter) createParts(user *UserState, chosenPartsId int32, chosenRef PartsRef, nowMillis int64) {
mainStatId := g.DefaultPartsStatusMainByLotteryGroup[chosenRef.PartsStatusMainLotteryGroupId]
if _, exists := user.PartsGroupNotes[chosenRef.PartsGroupId]; !exists {
user.PartsGroupNotes[chosenRef.PartsGroupId] = PartsGroupNoteState{
PartsGroupId: chosenRef.PartsGroupId,
FirstAcquisitionDatetime: nowMillis,
LatestVersion: nowMillis,
}
}
key := uuid.New().String()
user.Parts[key] = PartsState{
UserPartsUuid: key,
PartsId: chosenPartsId,
Level: 1,
PartsStatusMainId: mainStatId,
AcquisitionDatetime: nowMillis,
}
initialCount := chosenRef.PartsInitialLotteryId
pool := g.PartsSubStatusPool[chosenRef.PartsStatusSubLotteryGroupId]
if initialCount > 1 && len(pool) > 0 {
for i := int32(0); i < initialCount-1; i++ {
pickId := pool[rand.Intn(len(pool))]
def, ok := g.PartsSubStatusDefs[pickId]
if !ok {
continue
}
val := def.StatusChangeInitialValue
if def.StatusFunc != nil {
val = def.StatusFunc(1)
}
user.PartsStatusSubs[PartsStatusSubKey{UserPartsUuid: key, StatusIndex: i + 1}] = PartsStatusSubState{
UserPartsUuid: key,
StatusIndex: i + 1,
PartsStatusSubLotteryId: pickId,
Level: 1,
StatusKindType: def.StatusKindType,
StatusCalculationType: def.StatusCalculationType,
StatusChangeValue: val,
LatestVersion: nowMillis,
}
}
}
log.Printf("[GrantParts] chosen=%d group=%d rarity=%d preUnlockedSubs=%d", chosenPartsId, chosenRef.PartsGroupId, chosenRef.RarityType, initialCount-1)
}
func (g *PossessionGranter) GrantWeapon(user *UserState, weaponId int32, nowMillis int64) {
key := uuid.New().String()
user.Weapons[key] = WeaponState{
UserWeaponUuid: key,
WeaponId: weaponId,
Level: 1,
AcquisitionDatetime: nowMillis,
}
if _, exists := user.WeaponNotes[weaponId]; !exists {
user.WeaponNotes[weaponId] = WeaponNoteState{
WeaponId: weaponId,
MaxLevel: 1,
MaxLimitBreakCount: 0,
FirstAcquisitionDatetime: nowMillis,
LatestVersion: nowMillis,
}
}
weapon, ok := g.WeaponById[weaponId]
if !ok {
return
}
g.populateWeaponSkillsAbilities(user, key, weapon)
if weapon.WeaponStoryReleaseConditionGroupId != 0 {
changed := false
for _, cond := range g.ReleaseConditions[weapon.WeaponStoryReleaseConditionGroupId] {
switch cond.WeaponStoryReleaseConditionType {
case model.WeaponStoryReleaseConditionTypeAcquisition:
if grantWeaponStoryUnlock(user, weaponId, cond.StoryIndex, nowMillis) {
changed = true
}
case model.WeaponStoryReleaseConditionTypeQuestClear:
if qs, ok := user.Quests[cond.ConditionValue]; ok && qs.QuestStateType == model.UserQuestStateTypeCleared {
if grantWeaponStoryUnlock(user, weaponId, cond.StoryIndex, nowMillis) {
changed = true
}
}
}
}
if changed {
g.LastChangedStoryWeaponIds = append(g.LastChangedStoryWeaponIds, weaponId)
}
}
}
func (g *PossessionGranter) populateWeaponSkillsAbilities(user *UserState, weaponUuid string, weapon WeaponRef) {
if slots, ok := g.WeaponSkillSlots[weapon.WeaponSkillGroupId]; ok {
skills := make([]WeaponSkillState, len(slots))
for i, slot := range slots {
skills[i] = WeaponSkillState{
UserWeaponUuid: weaponUuid,
SlotNumber: slot,
Level: 1,
}
}
user.WeaponSkills[weaponUuid] = skills
}
if slots, ok := g.WeaponAbilitySlots[weapon.WeaponAbilityGroupId]; ok {
abilities := make([]WeaponAbilityState, len(slots))
for i, slot := range slots {
abilities[i] = WeaponAbilityState{
UserWeaponUuid: weaponUuid,
SlotNumber: slot,
Level: 1,
}
}
user.WeaponAbilities[weaponUuid] = abilities
}
}
func GrantWeaponStoryUnlock(user *UserState, weaponId, storyIndex int32, nowMillis int64) bool {
return grantWeaponStoryUnlock(user, weaponId, storyIndex, nowMillis)
}
func grantWeaponStoryUnlock(user *UserState, weaponId, storyIndex int32, nowMillis int64) bool {
hasWeapon := false
for _, row := range user.Weapons {
if row.WeaponId == weaponId {
hasWeapon = true
break
}
}
if !hasWeapon {
log.Printf("[grantWeaponStoryUnlock] skipping weaponId=%d (weapon not in user.Weapons)", weaponId)
return false
}
if user.WeaponStories == nil {
user.WeaponStories = make(map[int32]WeaponStoryState)
}
cur := user.WeaponStories[weaponId]
if storyIndex <= cur.ReleasedMaxStoryIndex {
return false
}
user.WeaponStories[weaponId] = WeaponStoryState{
WeaponId: weaponId,
ReleasedMaxStoryIndex: storyIndex,
LatestVersion: nowMillis,
}
return true
}
func EnsureDefaultDeck(user *UserState, nowMillis int64) {
if len(user.Costumes) == 0 || len(user.Decks) > 0 {
return
}
const rionCostumeId = int32(10100)
const rionWeaponId = int32(101001)
var costumeUuid, weaponUuid string
for k, v := range user.Costumes {
if v.CostumeId == rionCostumeId {
costumeUuid = k
break
}
}
for k, v := range user.Weapons {
if v.WeaponId == rionWeaponId {
weaponUuid = k
break
}
}
dcUuid := uuid.New().String()
user.DeckCharacters[dcUuid] = DeckCharacterState{
UserDeckCharacterUuid: dcUuid,
UserCompanionUuid: "",
UserCostumeUuid: costumeUuid,
MainUserWeaponUuid: weaponUuid,
Power: 100,
LatestVersion: nowMillis,
}
user.Decks[DeckKey{DeckType: model.DeckTypeQuest, UserDeckNumber: 1}] = DeckState{
DeckType: model.DeckTypeQuest,
UserDeckNumber: 1,
UserDeckCharacterUuid01: dcUuid,
Name: "Deck 1",
Power: 100,
LatestVersion: nowMillis,
}
if _, exists := user.DeckTypeNotes[model.DeckTypeQuest]; !exists {
user.DeckTypeNotes[model.DeckTypeQuest] = DeckTypeNoteState{
DeckType: model.DeckTypeQuest,
MaxDeckPower: 100,
LatestVersion: nowMillis,
}
}
}
func FirstSortedKey[V any](m map[string]V) string {
if len(m) == 0 {
return ""
}
keys := make([]string, 0, len(m))
for k := range m {
keys = append(keys, k)
}
sort.Strings(keys)
return keys[0]
}
func ApplyDeckReplacement(user *UserState, deckType model.DeckType, userDeckNumber int32, slots []DeckCharacterInput, nowMillis int64) {
deckKey := DeckKey{DeckType: deckType, UserDeckNumber: userDeckNumber}
deck := user.Decks[deckKey]
deck.DeckType = deckType
deck.UserDeckNumber = userDeckNumber
if deck.Name == "" {
deck.Name = fmt.Sprintf("Deck %d", userDeckNumber)
}
if deck.Power == 0 {
deck.Power = 100
}
for _, oldUuid := range []string{deck.UserDeckCharacterUuid01, deck.UserDeckCharacterUuid02, deck.UserDeckCharacterUuid03} {
if oldUuid == "" {
continue
}
delete(user.DeckCharacters, oldUuid)
delete(user.DeckSubWeapons, oldUuid)
delete(user.DeckParts, oldUuid)
}
var newUuids [3]string
for i := range 3 {
if i >= len(slots) || slots[i].UserCostumeUuid == "" {
continue
}
slot := slots[i]
dcUuid := uuid.New().String()
user.DeckCharacters[dcUuid] = DeckCharacterState{
UserDeckCharacterUuid: dcUuid,
UserCostumeUuid: slot.UserCostumeUuid,
MainUserWeaponUuid: slot.MainUserWeaponUuid,
UserCompanionUuid: slot.UserCompanionUuid,
UserThoughtUuid: slot.UserThoughtUuid,
DressupCostumeId: slot.DressupCostumeId,
LatestVersion: nowMillis,
}
user.DeckSubWeapons[dcUuid] = slot.SubWeaponUuids
user.DeckParts[dcUuid] = slot.PartsUuids
newUuids[i] = dcUuid
}
deck.UserDeckCharacterUuid01 = newUuids[0]
deck.UserDeckCharacterUuid02 = newUuids[1]
deck.UserDeckCharacterUuid03 = newUuids[2]
deck.LatestVersion = nowMillis
user.Decks[deckKey] = deck
}
func RemoveDeckData(user *UserState, deckType model.DeckType, userDeckNumber int32) {
deckKey := DeckKey{DeckType: deckType, UserDeckNumber: userDeckNumber}
deck, ok := user.Decks[deckKey]
if !ok {
return
}
for _, dcUuid := range []string{deck.UserDeckCharacterUuid01, deck.UserDeckCharacterUuid02, deck.UserDeckCharacterUuid03} {
if dcUuid == "" {
continue
}
delete(user.DeckCharacters, dcUuid)
delete(user.DeckSubWeapons, dcUuid)
delete(user.DeckParts, dcUuid)
}
delete(user.Decks, deckKey)
}
func ReadDeckSlots(user *UserState, deckType model.DeckType, userDeckNumber int32) []DeckCharacterInput {
deckKey := DeckKey{DeckType: deckType, UserDeckNumber: userDeckNumber}
deck, ok := user.Decks[deckKey]
if !ok {
return nil
}
slots := make([]DeckCharacterInput, 3)
for i, dcUuid := range []string{deck.UserDeckCharacterUuid01, deck.UserDeckCharacterUuid02, deck.UserDeckCharacterUuid03} {
if dcUuid == "" {
continue
}
dc, ok := user.DeckCharacters[dcUuid]
if !ok {
continue
}
slots[i] = DeckCharacterInput{
UserCostumeUuid: dc.UserCostumeUuid,
MainUserWeaponUuid: dc.MainUserWeaponUuid,
SubWeaponUuids: user.DeckSubWeapons[dcUuid],
PartsUuids: user.DeckParts[dcUuid],
UserCompanionUuid: dc.UserCompanionUuid,
UserThoughtUuid: dc.UserThoughtUuid,
DressupCostumeId: dc.DressupCostumeId,
}
}
return slots
}