mirror of
https://github.com/Walter-Sparrow/lunar-tear.git
synced 2026-07-02 13:53:41 +03:00
384 lines
14 KiB
Go
384 lines
14 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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if quest.IsRunInTheBackground {
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// A background quest is still actively played — and must NOT be
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// auto-cleared on start — when it carries battle content (a non-zero
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// recommended deck power, e.g. quests 500/515/30515). Pure cutscene
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// background quests have RecommendedDeckPower == 0.
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return quest.RecommendedDeckPower > 0
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}
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return 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, isMainFlow bool, userDeckNumber int32, nowMillis int64) {
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h.handleQuestStartInternal(user, questId, isBattleOnly, isMainFlow, 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, false, userDeckNumber, true, nowMillis)
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}
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func (h *QuestHandler) handleQuestStartInternal(user *store.UserState, questId int32, isBattleOnly, isMainFlow 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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store.ConsumeStamina(user, quest.Stamina, h.MaxStaminaByLevel[user.Status.Level]*1000, nowMillis)
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}
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questState := user.Quests[questId]
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questState.IsBattleOnly = isBattleOnly
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questState.UserDeckNumber = userDeckNumber
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isCleared := questState.QuestStateType == model.UserQuestStateTypeCleared
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isMenuPick := !isReplayFlow && !isMainFlow
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switch {
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case isMenuPick:
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snapshotMainQuestIfNeeded(user)
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sceneId := h.menuPickSceneId(questId, isBattleOnly)
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user.MainQuest.ProgressQuestSceneId = sceneId
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user.MainQuest.ProgressHeadQuestSceneId = sceneId
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user.MainQuest.ProgressQuestFlowType = int32(model.QuestFlowTypeMainFlow)
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user.PortalCageStatus.IsCurrentProgress = false
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user.PortalCageStatus.LatestVersion = nowMillis
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user.SideStoryActiveProgress = store.SideStoryActiveProgress{LatestVersion: nowMillis}
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user.MainQuest.LatestVersion = nowMillis
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log.Printf("[HandleQuestStart] QuestMenuPick quest=%d isBattleOnly=%v scene=%d cleared=%v",
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questId, isBattleOnly, sceneId, isCleared)
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if isCleared {
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questState.LatestStartDatetime = nowMillis
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user.Quests[questId] = questState
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return
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}
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case isReplayFlow:
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h.applyReplayStart(user, quest, questId, isBattleOnly, nowMillis)
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return
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}
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if isCleared {
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questState.QuestStateType = model.UserQuestStateTypeActive
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questState.LatestStartDatetime = nowMillis
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user.Quests[questId] = questState
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return
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}
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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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h.advanceMainFlowScene(user, questId, firstSceneId)
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user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeMainFlow)
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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 snapshotMainQuestIfNeeded(user *store.UserState) {
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if user.MainQuest.SavedContext.Active {
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return
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}
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user.MainQuest.SavedContext = store.SavedQuestContext{
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Active: true,
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CurrentQuestSceneId: user.MainQuest.CurrentQuestSceneId,
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HeadQuestSceneId: user.MainQuest.HeadQuestSceneId,
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CurrentMainQuestRouteId: user.MainQuest.CurrentMainQuestRouteId,
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MainQuestSeasonId: user.MainQuest.MainQuestSeasonId,
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IsReachedLastQuestScene: user.MainQuest.IsReachedLastQuestScene,
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PortalCageInProgress: user.PortalCageStatus.IsCurrentProgress,
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CurrentQuestFlowType: user.MainQuest.CurrentQuestFlowType,
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}
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}
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func (h *QuestHandler) applyReplayStart(user *store.UserState, quest masterdata.EntityMQuest, questId int32, isBattleOnly bool, nowMillis int64) {
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flowType := h.replayFlowTypeFromQuestId(user, questId)
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if model.IsReplayQuestFlowType(user.MainQuest.CurrentQuestFlowType) {
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flowType = model.QuestFlowType(user.MainQuest.CurrentQuestFlowType)
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}
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user.MainQuest.CurrentQuestFlowType = int32(flowType)
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user.MainQuest.LatestVersion = nowMillis
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questState := user.Quests[questId]
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questState.LatestStartDatetime = nowMillis
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if isMainQuestPlayable(quest) {
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questState.QuestStateType = model.UserQuestStateTypeActive
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user.Quests[questId] = questState
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} else {
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if questState.QuestStateType != model.UserQuestStateTypeCleared {
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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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}
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user.Quests[questId] = questState
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if sceneIds := h.SceneIdsByQuestId[questId]; len(sceneIds) > 0 {
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h.advanceReplayFlowScene(user, sceneIds[0])
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}
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}
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log.Printf("[HandleQuestStart] replay quest=%d flowType=%s isBattleOnly=%v playable=%v current=%d head=%d",
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questId, flowType, isBattleOnly, isMainQuestPlayable(quest),
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user.MainQuest.ReplayFlowCurrentQuestSceneId,
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user.MainQuest.ReplayFlowHeadQuestSceneId)
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}
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func (h *QuestHandler) menuPickSceneId(questId int32, isBattleOnly bool) int32 {
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if isBattleOnly {
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if v, ok := h.BattleOnlyTargetSceneIdFor(questId); ok {
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return v
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}
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}
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if scenes := h.SceneIdsByQuestId[questId]; len(scenes) > 0 {
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return scenes[0]
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}
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return 0
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}
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func (h *QuestHandler) applyQuestVictory(user *store.UserState, questId int32, outcome *FinishOutcome, nowMillis int64, wasReplay bool) {
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questState := user.Quests[questId]
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h.applyExpAndGoldRewards(user, questId, nowMillis)
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if !questState.IsRewardGranted {
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if !wasReplay {
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h.applyFirstClearItemRewards(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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}
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for _, r := range outcome.MissionClearRewards {
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h.applyRewardPossession(user, r.PossessionType, r.PossessionId, r.Count, nowMillis)
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}
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for _, r := range outcome.MissionClearCompleteRewards {
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h.applyRewardPossession(user, r.PossessionType, r.PossessionId, r.Count, nowMillis)
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}
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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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questState.IsBattleOnly = false
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user.Quests[questId] = questState
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}
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func (h *QuestHandler) finalizeChainPreviousQuest(user *store.UserState, questId int32, nowMillis int64) {
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if _, ok := h.QuestById[questId]; !ok {
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return
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}
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h.initQuestState(user, questId)
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questState := user.Quests[questId]
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if questState.QuestStateType == model.UserQuestStateTypeCleared {
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return
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}
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if !questState.IsRewardGranted {
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h.applyQuestRewards(user, questId, nowMillis)
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questState.IsRewardGranted = true
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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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questState.IsBattleOnly = false
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user.Quests[questId] = questState
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h.clearQuestMissions(user, questId, nowMillis)
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log.Printf("[HandleMainQuestSceneProgress] finalized chain-previous quest %d (cleared)", questId)
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}
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func restoreClearedAfterRetire(user *store.UserState, questId int32, isRetired bool) {
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if !isRetired {
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return
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}
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qs := user.Quests[questId]
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if qs.ClearCount > 0 && qs.QuestStateType == model.UserQuestStateTypeActive {
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qs.QuestStateType = model.UserQuestStateTypeCleared
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user.Quests[questId] = qs
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}
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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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h.initQuestState(user, questId)
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outcome := h.evaluateFinishOutcome(user, questId)
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wasReplay := model.IsReplayQuestFlowType(user.MainQuest.CurrentQuestFlowType)
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wasMenuReplay := user.MainQuest.SavedContext.Active
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if !isRetired {
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h.applyQuestVictory(user, questId, &outcome, nowMillis, wasReplay)
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// A replay-flow finish must NOT move the MainFlow scene pointer: the
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// finished quest is a replay-variant (30000+) with no chapter, so a
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// replay scene left in CurrentQuestSceneId makes the client world map's
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// CalculatorWorldMap.GetCurrentSeasonId resolve chapter 0 and NRE. The
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// replay's own position is tracked in ReplayFlowCurrentQuestSceneId.
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if isMainQuestPlayable(quest) && !wasMenuReplay && !wasReplay {
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lastSceneId := h.getLastMainFlowSceneId(questId)
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h.advanceMainFlowScene(user, questId, lastSceneId)
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}
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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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restoreClearedAfterRetire(user, questId, isRetired)
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user.MainQuest.ProgressQuestSceneId = 0
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user.MainQuest.ProgressHeadQuestSceneId = 0
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if !wasReplay {
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// Keep replay flow types on replay finish so the client's
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// Story.ApplyNewestPlayingScene keeps _isReplayed=true (popup result UI).
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user.MainQuest.ProgressQuestFlowType = 0
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user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeUnknown)
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}
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if wasMenuReplay {
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ctx := user.MainQuest.SavedContext
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user.MainQuest.CurrentQuestSceneId = ctx.CurrentQuestSceneId
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user.MainQuest.HeadQuestSceneId = ctx.HeadQuestSceneId
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user.MainQuest.CurrentMainQuestRouteId = ctx.CurrentMainQuestRouteId
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user.MainQuest.MainQuestSeasonId = ctx.MainQuestSeasonId
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user.MainQuest.IsReachedLastQuestScene = ctx.IsReachedLastQuestScene
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user.MainQuest.CurrentQuestFlowType = ctx.CurrentQuestFlowType
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user.PortalCageStatus.IsCurrentProgress = ctx.PortalCageInProgress
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user.PortalCageStatus.LatestVersion = nowMillis
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user.MainQuest.SavedContext = store.SavedQuestContext{}
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user.MainQuest.LatestVersion = nowMillis
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log.Printf("[HandleQuestFinish] restored snapshot for quest %d (route=%d season=%d scene=%d head=%d cage=%v flow=%d)",
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questId, ctx.CurrentMainQuestRouteId, ctx.MainQuestSeasonId,
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ctx.CurrentQuestSceneId, ctx.HeadQuestSceneId, ctx.PortalCageInProgress, ctx.CurrentQuestFlowType)
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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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// Only seed CurrentQuestFlowType when it's not already set (initial
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// natural progression). Don't clobber an in-flight ReplayFlow (Map Play
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// resume).
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if ok && isMainQuestPlayable(questDef) && user.MainQuest.CurrentQuestFlowType == 0 {
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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.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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