mirror of
https://github.com/Walter-Sparrow/lunar-tear.git
synced 2026-07-02 13:53:41 +03:00
245 lines
9.1 KiB
Go
245 lines
9.1 KiB
Go
package questflow
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import (
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"fmt"
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"log"
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"lunar-tear/server/internal/masterdata"
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"lunar-tear/server/internal/model"
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"lunar-tear/server/internal/store"
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)
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func (h *QuestHandler) initQuestState(user *store.UserState, questId int32) {
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quest := user.Quests[questId]
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quest.QuestId = questId
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user.Quests[questId] = quest
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for _, missionId := range h.MissionIdsByQuestId[questId] {
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key := store.QuestMissionKey{QuestId: questId, QuestMissionId: missionId}
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mission := user.QuestMissions[key]
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mission.QuestId = questId
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mission.QuestMissionId = missionId
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user.QuestMissions[key] = mission
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}
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}
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func isMainQuestPlayable(quest masterdata.EntityMQuest) bool {
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return !quest.IsRunInTheBackground && quest.IsCountedAsQuest
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}
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func (h *QuestHandler) clearQuestMissions(user *store.UserState, questId int32, nowMillis int64) {
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for _, missionId := range h.MissionIdsByQuestId[questId] {
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key := store.QuestMissionKey{QuestId: questId, QuestMissionId: missionId}
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mission := user.QuestMissions[key]
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mission.IsClear = true
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mission.ProgressValue = 1
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mission.LatestClearDatetime = nowMillis
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user.QuestMissions[key] = mission
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}
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}
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func (h *QuestHandler) HandleQuestStart(user *store.UserState, questId int32, isBattleOnly bool, userDeckNumber int32, nowMillis int64) {
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h.handleQuestStartInternal(user, questId, isBattleOnly, userDeckNumber, false, nowMillis)
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}
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func (h *QuestHandler) HandleQuestStartReplay(user *store.UserState, questId int32, isBattleOnly bool, userDeckNumber int32, nowMillis int64) {
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h.handleQuestStartInternal(user, questId, isBattleOnly, userDeckNumber, true, nowMillis)
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}
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func (h *QuestHandler) handleQuestStartInternal(user *store.UserState, questId int32, isBattleOnly bool, userDeckNumber int32, isReplayFlow bool, nowMillis int64) {
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quest, ok := h.QuestById[questId]
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if !ok {
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panic(fmt.Sprintf("unknown questId=%d for HandleQuestStart", questId))
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}
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h.initQuestState(user, questId)
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if quest.Stamina > 0 {
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maxMillis := h.MaxStaminaByLevel[user.Status.Level] * 1000
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store.ConsumeStamina(user, quest.Stamina, maxMillis, nowMillis)
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}
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questState := user.Quests[questId]
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if questState.QuestStateType == model.UserQuestStateTypeCleared {
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if isReplayFlow {
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user.MainQuest.SavedCurrentQuestSceneId = user.MainQuest.CurrentQuestSceneId
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user.MainQuest.SavedHeadQuestSceneId = user.MainQuest.HeadQuestSceneId
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user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeReplayFlow)
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user.MainQuest.ReplayFlowCurrentQuestSceneId = 0
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user.MainQuest.ReplayFlowHeadQuestSceneId = 0
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user.MainQuest.LatestVersion = nowMillis
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questState.QuestStateType = model.UserQuestStateTypeActive
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questState.LatestStartDatetime = nowMillis
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questState.IsBattleOnly = isBattleOnly
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questState.UserDeckNumber = userDeckNumber
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user.Quests[questId] = questState
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log.Printf("[HandleQuestStart] replay flow started for quest %d, saved scene=%d head=%d",
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questId, user.MainQuest.SavedCurrentQuestSceneId, user.MainQuest.SavedHeadQuestSceneId)
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}
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return
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}
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questState.IsBattleOnly = isBattleOnly
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questState.UserDeckNumber = userDeckNumber
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if isMainQuestPlayable(quest) {
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user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeMainFlow)
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questState.QuestStateType = model.UserQuestStateTypeActive
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questState.LatestStartDatetime = nowMillis
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} else {
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questState.QuestStateType = model.UserQuestStateTypeCleared
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questState.ClearCount = 1
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questState.DailyClearCount = 1
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questState.LastClearDatetime = nowMillis
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if sceneIds := h.SceneIdsByQuestId[questId]; len(sceneIds) > 0 {
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firstSceneId := sceneIds[0]
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prevSceneId := user.MainQuest.CurrentQuestSceneId
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user.MainQuest.CurrentQuestSceneId = firstSceneId
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if h.isSceneAhead(firstSceneId, user.MainQuest.HeadQuestSceneId) {
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user.MainQuest.HeadQuestSceneId = firstSceneId
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}
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user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeMainFlow)
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lastSceneId := h.getChapterLastSceneId(questId)
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user.MainQuest.IsReachedLastQuestScene = firstSceneId == lastSceneId
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if routeId, ok := h.RouteIdByQuestId[questId]; ok {
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if seasonId, ok := h.SeasonIdByRouteId[routeId]; ok {
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user.MainQuest.MainQuestSeasonId = seasonId
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}
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}
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log.Printf("[HandleQuestStart] background quest %d auto-cleared, scene %d -> %d", questId, prevSceneId, firstSceneId)
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}
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}
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user.Quests[questId] = questState
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}
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func (h *QuestHandler) applyQuestVictory(user *store.UserState, questId int32, outcome *FinishOutcome, nowMillis int64) {
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questState := user.Quests[questId]
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if !questState.IsRewardGranted {
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h.applyQuestRewards(user, questId, nowMillis)
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outcome.ChangedWeaponStoryIds = append(outcome.ChangedWeaponStoryIds,
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h.grantWeaponStoryUnlocksForQuestScene(user, questId, model.QuestResultTypeHalfResult, nowMillis)...)
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outcome.ChangedWeaponStoryIds = append(outcome.ChangedWeaponStoryIds,
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h.grantWeaponStoryUnlocksForQuestScene(user, questId, model.QuestResultTypeFullResult, nowMillis)...)
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questState.IsRewardGranted = true
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}
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for _, drop := range outcome.DropRewards {
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h.applyRewardPossession(user, drop.PossessionType, drop.PossessionId, drop.Count, nowMillis)
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}
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for _, reward := range outcome.ReplayFlowFirstClearRewards {
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h.applyRewardPossession(user, reward.PossessionType, reward.PossessionId, reward.Count, nowMillis)
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}
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questState.QuestStateType = model.UserQuestStateTypeCleared
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questState.ClearCount++
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questState.DailyClearCount++
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questState.LastClearDatetime = nowMillis
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user.Quests[questId] = questState
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}
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func (h *QuestHandler) HandleQuestFinish(user *store.UserState, questId int32, isRetired, isAnnihilated bool, nowMillis int64) FinishOutcome {
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quest, ok := h.QuestById[questId]
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if !ok {
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panic(fmt.Sprintf("unknown questId=%d for HandleQuestFinish", questId))
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}
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outcome := h.evaluateFinishOutcome(user, questId)
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if !isRetired {
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h.applyQuestVictory(user, questId, &outcome, nowMillis)
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}
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if isRetired && !isAnnihilated && quest.Stamina > 1 {
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refund := quest.Stamina - 1
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maxMillis := h.MaxStaminaByLevel[user.Status.Level] * 1000
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store.RecoverStamina(user, refund*1000, maxMillis, nowMillis)
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}
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wasReplay := user.MainQuest.CurrentQuestFlowType == int32(model.QuestFlowTypeReplayFlow)
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user.MainQuest.ProgressQuestSceneId = 0
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user.MainQuest.ProgressHeadQuestSceneId = 0
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user.MainQuest.ProgressQuestFlowType = 0
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user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeUnknown)
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if wasReplay {
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if user.MainQuest.SavedCurrentQuestSceneId > 0 {
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user.MainQuest.CurrentQuestSceneId = user.MainQuest.SavedCurrentQuestSceneId
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}
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if user.MainQuest.SavedHeadQuestSceneId > 0 {
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user.MainQuest.HeadQuestSceneId = user.MainQuest.SavedHeadQuestSceneId
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}
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user.MainQuest.SavedCurrentQuestSceneId = 0
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user.MainQuest.SavedHeadQuestSceneId = 0
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user.MainQuest.ReplayFlowCurrentQuestSceneId = 0
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user.MainQuest.ReplayFlowHeadQuestSceneId = 0
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log.Printf("[HandleQuestFinish] replay flow ended for quest %d, restored scene=%d head=%d",
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questId, user.MainQuest.CurrentQuestSceneId, user.MainQuest.HeadQuestSceneId)
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}
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h.clearQuestMissions(user, questId, nowMillis)
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return outcome
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}
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func (h *QuestHandler) HandleQuestSkip(user *store.UserState, questId, skipCount int32, nowMillis int64) FinishOutcome {
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questDef, ok := h.QuestById[questId]
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if !ok {
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panic(fmt.Sprintf("unknown questId=%d for HandleQuestSkip", questId))
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}
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maxMillis := h.MaxStaminaByLevel[user.Status.Level] * 1000
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store.ConsumeStamina(user, skipCount, maxMillis, nowMillis)
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skipTicketId := h.Config.ConsumableItemIdForQuestSkipTicket
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user.ConsumableItems[skipTicketId] -= skipCount
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if user.ConsumableItems[skipTicketId] < 0 {
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user.ConsumableItems[skipTicketId] = 0
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}
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var allDrops []RewardGrant
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for range skipCount {
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drops := h.computeDropRewards(questDef)
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for _, drop := range drops {
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h.applyRewardPossession(user, drop.PossessionType, drop.PossessionId, drop.Count, nowMillis)
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}
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allDrops = append(allDrops, drops...)
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if questDef.Gold != 0 {
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user.ConsumableItems[h.Config.ConsumableItemIdForGold] += questDef.Gold
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}
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h.applyExpRewards(user, questId, nowMillis)
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}
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questState := user.Quests[questId]
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questState.ClearCount += skipCount
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questState.DailyClearCount += skipCount
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questState.LastClearDatetime = nowMillis
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user.Quests[questId] = questState
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log.Printf("[HandleQuestSkip] questId=%d skipCount=%d drops=%d gold=%d", questId, skipCount, len(allDrops), questDef.Gold*skipCount)
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return FinishOutcome{DropRewards: allDrops}
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}
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func (h *QuestHandler) HandleQuestRestart(user *store.UserState, questId int32, nowMillis int64) {
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questDef, ok := h.QuestById[questId]
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if ok && isMainQuestPlayable(questDef) {
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user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeMainFlow)
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}
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quest := user.Quests[questId]
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quest.QuestId = questId
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quest.QuestStateType = model.UserQuestStateTypeActive
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quest.IsBattleOnly = false
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quest.LatestStartDatetime = nowMillis
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user.Quests[questId] = quest
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for _, missionId := range h.MissionIdsByQuestId[questId] {
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key := store.QuestMissionKey{QuestId: questId, QuestMissionId: missionId}
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m := user.QuestMissions[key]
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m.QuestId = questId
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m.QuestMissionId = missionId
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m.IsClear = false
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m.ProgressValue = 0
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m.LatestClearDatetime = 0
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user.QuestMissions[key] = m
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}
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}
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