mirror of
https://github.com/Walter-Sparrow/lunar-tear.git
synced 2026-07-02 13:53:41 +03:00
433 lines
13 KiB
Go
433 lines
13 KiB
Go
package masterdata
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import (
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"fmt"
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"log"
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"slices"
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"sort"
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"lunar-tear/server/internal/model"
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"lunar-tear/server/internal/store"
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"lunar-tear/server/internal/utils"
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)
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type GachaPoolItem struct {
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PossessionType int32
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PossessionId int32
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RarityType model.RarityType
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CharacterId int32
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}
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type FeaturedSet struct {
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Costumes []GachaPoolItem
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Weapons []GachaPoolItem
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}
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type BannerPool struct {
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CostumesByRarity map[int32][]GachaPoolItem
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WeaponsByRarity map[int32][]GachaPoolItem
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Featured []GachaPoolItem
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}
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type ShopFeaturedEntry struct {
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CostumeId int32
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WeaponId int32
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}
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type GachaCatalog struct {
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CostumesByRarity map[int32][]GachaPoolItem
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WeaponsByRarity map[int32][]GachaPoolItem
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Materials []GachaPoolItem
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CostumeById map[int32]GachaPoolItem
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WeaponById map[int32]GachaPoolItem
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CostumeWeaponMap map[int32]int32 // costumeId -> paired weaponId
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FeaturedByGacha map[int32]FeaturedSet
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BannerPools map[int32]*BannerPool
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ShopFeaturedByMedal map[int32][]ShopFeaturedEntry // consumableId -> paired entries
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}
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type costumePoolRow struct {
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CostumeId int32 `json:"CostumeId"`
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CharacterId int32 `json:"CharacterId"`
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SkillfulWeaponType int32 `json:"SkillfulWeaponType"`
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RarityType int32 `json:"RarityType"`
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}
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type weaponPoolRow struct {
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WeaponId int32 `json:"WeaponId"`
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WeaponType int32 `json:"WeaponType"`
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RarityType int32 `json:"RarityType"`
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IsRestrictDiscard bool `json:"IsRestrictDiscard"`
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}
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type catalogCostumeRow struct {
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CostumeId int32 `json:"CostumeId"`
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CatalogTermId int32 `json:"CatalogTermId"`
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}
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type catalogWeaponRow struct {
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WeaponId int32 `json:"WeaponId"`
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CatalogTermId int32 `json:"CatalogTermId"`
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}
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type materialPoolRow struct {
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MaterialId int32 `json:"MaterialId"`
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MaterialType int32 `json:"MaterialType"`
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RarityType int32 `json:"RarityType"`
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}
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func LoadGachaPool() (*GachaCatalog, error) {
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costumes, err := utils.ReadJSON[costumePoolRow]("EntityMCostumeTable.json")
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if err != nil {
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return nil, fmt.Errorf("load costume table: %w", err)
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}
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weapons, err := utils.ReadJSON[weaponPoolRow]("EntityMWeaponTable.json")
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if err != nil {
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return nil, fmt.Errorf("load weapon table: %w", err)
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}
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catalogCostumes, err := utils.ReadJSON[catalogCostumeRow]("EntityMCatalogCostumeTable.json")
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if err != nil {
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return nil, fmt.Errorf("load catalog costume table: %w", err)
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}
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catalogWeapons, err := utils.ReadJSON[catalogWeaponRow]("EntityMCatalogWeaponTable.json")
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if err != nil {
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return nil, fmt.Errorf("load catalog weapon table: %w", err)
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}
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materials, err := utils.ReadJSON[materialPoolRow]("EntityMMaterialTable.json")
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if err != nil {
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return nil, fmt.Errorf("load material table: %w", err)
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}
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evoGroupRows, err := utils.ReadJSON[WeaponEvolutionGroupRow]("EntityMWeaponEvolutionGroupTable.json")
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if err != nil {
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return nil, fmt.Errorf("load weapon evolution group table: %w", err)
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}
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evolvedWeapons := buildEvolvedWeaponSet(evoGroupRows)
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catalogCostumeSet := make(map[int32]bool, len(catalogCostumes))
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costumeTermId := make(map[int32]int32, len(catalogCostumes))
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for _, c := range catalogCostumes {
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catalogCostumeSet[c.CostumeId] = true
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costumeTermId[c.CostumeId] = c.CatalogTermId
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}
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catalogWeaponSet := make(map[int32]bool, len(catalogWeapons))
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for _, w := range catalogWeapons {
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catalogWeaponSet[w.WeaponId] = true
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}
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costumeWeaponType := make(map[int32]int32, len(costumes))
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for _, c := range costumes {
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costumeWeaponType[c.CostumeId] = c.SkillfulWeaponType
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}
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weaponTypeById := make(map[int32]int32, len(weapons))
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weaponRarityById := make(map[int32]int32, len(weapons))
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restrictedWeapons := make(map[int32]bool)
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for _, w := range weapons {
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weaponTypeById[w.WeaponId] = w.WeaponType
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weaponRarityById[w.WeaponId] = w.RarityType
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if w.IsRestrictDiscard {
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restrictedWeapons[w.WeaponId] = true
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}
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}
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pool := &GachaCatalog{
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CostumesByRarity: make(map[int32][]GachaPoolItem),
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WeaponsByRarity: make(map[int32][]GachaPoolItem),
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CostumeById: make(map[int32]GachaPoolItem),
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WeaponById: make(map[int32]GachaPoolItem),
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CostumeWeaponMap: make(map[int32]int32),
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FeaturedByGacha: make(map[int32]FeaturedSet),
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}
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for _, c := range costumes {
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if !catalogCostumeSet[c.CostumeId] {
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continue
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}
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if c.RarityType < model.RaritySRare {
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continue
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}
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item := GachaPoolItem{
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PossessionType: int32(model.PossessionTypeCostume),
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PossessionId: c.CostumeId,
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RarityType: c.RarityType,
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CharacterId: c.CharacterId,
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}
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pool.CostumesByRarity[c.RarityType] = append(pool.CostumesByRarity[c.RarityType], item)
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pool.CostumeById[c.CostumeId] = item
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}
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restrictedCount := 0
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for _, w := range weapons {
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if !catalogWeaponSet[w.WeaponId] {
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continue
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}
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if evolvedWeapons[w.WeaponId] {
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continue
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}
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item := GachaPoolItem{
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PossessionType: int32(model.PossessionTypeWeapon),
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PossessionId: w.WeaponId,
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RarityType: w.RarityType,
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}
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pool.WeaponById[w.WeaponId] = item
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if w.IsRestrictDiscard {
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restrictedCount++
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continue
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}
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pool.WeaponsByRarity[w.RarityType] = append(pool.WeaponsByRarity[w.RarityType], item)
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}
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log.Printf("[GachaPool] excluded %d evolved weapons, %d restricted weapons from pool", len(evolvedWeapons), restrictedCount)
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type weaponKey struct {
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TermId int32
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WeaponType int32
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Rarity int32
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}
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weaponsByKey := make(map[weaponKey][]int32)
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for _, cw := range catalogWeapons {
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if evolvedWeapons[cw.WeaponId] || restrictedWeapons[cw.WeaponId] {
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continue
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}
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wt := weaponTypeById[cw.WeaponId]
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r := weaponRarityById[cw.WeaponId]
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if wt == 0 || r < model.RaritySRare {
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continue
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}
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k := weaponKey{TermId: cw.CatalogTermId, WeaponType: wt, Rarity: r}
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weaponsByKey[k] = append(weaponsByKey[k], cw.WeaponId)
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}
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for k, ids := range weaponsByKey {
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slices.Sort(ids)
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weaponsByKey[k] = ids
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}
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exact, pattern, bestGuess := 0, 0, 0
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for costumeId, item := range pool.CostumeById {
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tid := costumeTermId[costumeId]
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wt := costumeWeaponType[costumeId]
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k := weaponKey{TermId: tid, WeaponType: wt, Rarity: item.RarityType}
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candidates := weaponsByKey[k]
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if len(candidates) == 0 {
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continue
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}
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if len(candidates) == 1 {
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pool.CostumeWeaponMap[costumeId] = candidates[0]
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exact++
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continue
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}
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idPattern := costumeId*10 + 1
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found := false
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for _, wid := range candidates {
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if wid == idPattern {
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pool.CostumeWeaponMap[costumeId] = wid
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pattern++
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found = true
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break
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}
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}
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if !found {
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pool.CostumeWeaponMap[costumeId] = candidates[0]
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bestGuess++
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}
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}
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log.Printf("[GachaPool] costume-weapon pairing: %d exact, %d id-pattern, %d best-guess, %d total",
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exact, pattern, bestGuess, len(pool.CostumeWeaponMap))
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for _, m := range materials {
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pool.Materials = append(pool.Materials, GachaPoolItem{
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PossessionType: int32(model.PossessionTypeMaterial),
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PossessionId: m.MaterialId,
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RarityType: m.RarityType,
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})
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}
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return pool, nil
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}
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func (pool *GachaCatalog) BuildShopFeatured(shop *ShopCatalog) {
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pool.ShopFeaturedByMedal = make(map[int32][]ShopFeaturedEntry)
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shopPairs := 0
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for _, cells := range shop.ExchangeShopCells {
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consumableId := shop.Items[cells[0].ShopItemId].PriceId
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var entries []ShopFeaturedEntry
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for _, cell := range cells {
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contents := shop.Contents[cell.ShopItemId]
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var costumeId, weaponId int32
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for _, c := range contents {
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switch c.PossessionType {
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case int32(model.PossessionTypeCostume):
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costumeId = c.PossessionId
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case int32(model.PossessionTypeWeapon):
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weaponId = c.PossessionId
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}
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}
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if costumeId == 0 && weaponId == 0 {
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continue
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}
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entries = append(entries, ShopFeaturedEntry{CostumeId: costumeId, WeaponId: weaponId})
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if costumeId != 0 && weaponId != 0 {
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pool.CostumeWeaponMap[costumeId] = weaponId
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shopPairs++
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}
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}
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if len(entries) > 0 {
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pool.ShopFeaturedByMedal[consumableId] = entries
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}
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}
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log.Printf("[GachaPool] shop featured: %d consumables, %d costume-weapon pairs overridden", len(pool.ShopFeaturedByMedal), shopPairs)
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}
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func (pool *GachaCatalog) PruneUnpairedCostumes() {
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pruned := 0
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for costumeId := range pool.CostumeById {
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if _, ok := pool.CostumeWeaponMap[costumeId]; !ok {
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delete(pool.CostumeById, costumeId)
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pruned++
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}
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}
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for rarity, items := range pool.CostumesByRarity {
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filtered := items[:0]
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for _, item := range items {
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if _, ok := pool.CostumeWeaponMap[item.PossessionId]; ok {
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filtered = append(filtered, item)
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}
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}
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pool.CostumesByRarity[rarity] = filtered
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}
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log.Printf("[GachaPool] pruned %d unpaired costumes", pruned)
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}
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func (pool *GachaCatalog) BuildFeaturedMapping(entries []store.GachaCatalogEntry) {
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matched := 0
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for _, entry := range entries {
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if entry.MedalConsumableItemId == 0 {
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continue
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}
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shopEntries, ok := pool.ShopFeaturedByMedal[entry.MedalConsumableItemId]
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if !ok || len(shopEntries) == 0 {
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continue
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}
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seenCostume := make(map[int32]bool)
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linkedWeapons := make(map[int32]bool)
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var costumes []GachaPoolItem
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for _, se := range shopEntries {
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if se.CostumeId != 0 && !seenCostume[se.CostumeId] {
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costumes = append(costumes, pool.CostumeById[se.CostumeId])
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seenCostume[se.CostumeId] = true
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linkedWeapons[se.WeaponId] = true
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}
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}
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seenWeapon := make(map[int32]bool)
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var weapons []GachaPoolItem
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for _, se := range shopEntries {
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if se.WeaponId != 0 && !linkedWeapons[se.WeaponId] && !seenWeapon[se.WeaponId] {
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if item, ok := pool.WeaponById[se.WeaponId]; ok {
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weapons = append(weapons, item)
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seenWeapon[se.WeaponId] = true
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}
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}
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}
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pool.FeaturedByGacha[entry.GachaId] = FeaturedSet{Costumes: costumes, Weapons: weapons}
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matched++
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}
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log.Printf("[GachaPool] featured mapping: %d/%d banners matched via shop", matched, len(entries))
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}
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func (pool *GachaCatalog) BuildBannerPools(entries []store.GachaCatalogEntry) {
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allFeaturedCostumes := make(map[int32]bool)
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allFeaturedWeapons := make(map[int32]bool)
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for _, fs := range pool.FeaturedByGacha {
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for _, c := range fs.Costumes {
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allFeaturedCostumes[c.PossessionId] = true
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allFeaturedWeapons[pool.CostumeWeaponMap[c.PossessionId]] = true
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}
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for _, w := range fs.Weapons {
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allFeaturedWeapons[w.PossessionId] = true
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}
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}
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commonCostumes := make(map[int32][]GachaPoolItem)
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for rarity, items := range pool.CostumesByRarity {
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for _, item := range items {
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if !allFeaturedCostumes[item.PossessionId] {
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commonCostumes[rarity] = append(commonCostumes[rarity], item)
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}
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}
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}
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commonWeapons := make(map[int32][]GachaPoolItem)
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for rarity, items := range pool.WeaponsByRarity {
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for _, item := range items {
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if !allFeaturedWeapons[item.PossessionId] {
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commonWeapons[rarity] = append(commonWeapons[rarity], item)
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}
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}
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}
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commonPool := &BannerPool{
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CostumesByRarity: commonCostumes,
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WeaponsByRarity: commonWeapons,
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}
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pool.BannerPools = make(map[int32]*BannerPool)
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for _, entry := range entries {
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fs, hasFeatured := pool.FeaturedByGacha[entry.GachaId]
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if !hasFeatured {
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pool.BannerPools[entry.GachaId] = commonPool
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continue
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}
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var allFeatured []GachaPoolItem
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bannerCostumes := make(map[int32][]GachaPoolItem)
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for rarity, items := range commonCostumes {
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bannerCostumes[rarity] = append(bannerCostumes[rarity], items...)
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}
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bannerWeapons := make(map[int32][]GachaPoolItem)
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for rarity, items := range commonWeapons {
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bannerWeapons[rarity] = append(bannerWeapons[rarity], items...)
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}
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for _, c := range fs.Costumes {
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bannerCostumes[c.RarityType] = append(bannerCostumes[c.RarityType], c)
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allFeatured = append(allFeatured, c)
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wid := pool.CostumeWeaponMap[c.PossessionId]
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w := pool.WeaponById[wid]
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bannerWeapons[w.RarityType] = append(bannerWeapons[w.RarityType], w)
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allFeatured = append(allFeatured, w)
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}
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for _, w := range fs.Weapons {
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bannerWeapons[w.RarityType] = append(bannerWeapons[w.RarityType], w)
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allFeatured = append(allFeatured, w)
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}
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pool.BannerPools[entry.GachaId] = &BannerPool{
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CostumesByRarity: bannerCostumes,
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WeaponsByRarity: bannerWeapons,
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Featured: allFeatured,
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}
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}
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log.Printf("[GachaPool] banner pools: %d banners, %d featured costumes stripped, %d featured weapons stripped",
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len(pool.BannerPools), len(allFeaturedCostumes), len(allFeaturedWeapons))
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}
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func buildEvolvedWeaponSet(rows []WeaponEvolutionGroupRow) map[int32]bool {
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grouped := make(map[int32][]WeaponEvolutionGroupRow)
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for _, r := range rows {
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grouped[r.WeaponEvolutionGroupId] = append(grouped[r.WeaponEvolutionGroupId], r)
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}
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evolved := make(map[int32]bool)
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for _, chain := range grouped {
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sort.Slice(chain, func(i, j int) bool {
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return chain[i].EvolutionOrder < chain[j].EvolutionOrder
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})
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for i := 1; i < len(chain); i++ {
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evolved[chain[i].WeaponId] = true
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}
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}
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return evolved
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}
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