Files
lunar-tear/server/internal/masterdata/quest.go
T
Ilya Groshev 00817684ef
Build and Push Docker images to Docker Hub / build-and-push (push) Has been cancelled
Implement Subjugation Quests rewards and battle report
2026-05-13 11:30:56 +03:00

564 lines
20 KiB
Go

package masterdata
import (
"fmt"
"sort"
"lunar-tear/server/internal/utils"
)
type BattleDropInfo struct {
QuestSceneId int32
BattleDropCategoryId int32
}
type QuestCatalog struct {
SceneById map[int32]EntityMQuestScene
MissionById map[int32]EntityMQuestMission
QuestById map[int32]EntityMQuest
MissionIdsByQuestId map[int32][]int32
RouteIdByQuestId map[int32]int32
SceneIdsByQuestId map[int32][]int32
OrderedQuestIds []int32
FirstClearRewardsByGroupId map[int32][]EntityMQuestFirstClearRewardGroup
FirstClearRewardSwitchesByQuestId map[int32][]EntityMQuestFirstClearRewardSwitch
MissionRewardsByMissionId map[int32][]EntityMQuestMissionReward
WeaponIdsByReleaseConditionGroupId map[int32][]int32
ReleaseConditionsByGroupId map[int32][]EntityMWeaponStoryReleaseConditionGroup
SceneGrantsBySceneId map[int32][]EntityMUserQuestSceneGrantPossession
BattleDropRewardById map[int32]EntityMBattleDropReward
PickupRewardIdsByGroupId map[int32][]int32
BattleDropsByQuestId map[int32][]BattleDropInfo
ReplayFlowRewardsByGroupId map[int32][]EntityMQuestReplayFlowRewardGroup
RentalQuestIds map[int32]bool
TutorialUnlockConditions []EntityMTutorialUnlockCondition
ChapterLastSceneByQuestId map[int32]int32
SeasonIdByRouteId map[int32]int32
BattleOnlyTargetSceneByQuestId map[int32]int32
UserExpThresholds []int32
CharacterExpThresholds []int32
CostumeExpByRarity map[int32][]int32
CostumeMaxLevelByRarity map[int32]NumericalFunc
MaxStaminaByLevel map[int32]int32
CostumeById map[int32]EntityMCostume
WeaponById map[int32]EntityMWeapon
WeaponSkillSlots map[int32][]int32
WeaponAbilitySlots map[int32][]int32
*PartsCatalog
}
func LoadQuestCatalog(partsCatalog *PartsCatalog) (*QuestCatalog, error) {
scenes, err := utils.ReadTable[EntityMQuestScene]("m_quest_scene")
if err != nil {
return nil, fmt.Errorf("load quest scene table: %w", err)
}
sort.Slice(scenes, func(i, j int) bool {
if scenes[i].QuestId != scenes[j].QuestId {
return scenes[i].QuestId < scenes[j].QuestId
}
if scenes[i].SortOrder != scenes[j].SortOrder {
return scenes[i].SortOrder < scenes[j].SortOrder
}
return scenes[i].QuestSceneId < scenes[j].QuestSceneId
})
missions, err := utils.ReadTable[EntityMQuestMission]("m_quest_mission")
if err != nil {
return nil, fmt.Errorf("load quest mission table: %w", err)
}
quests, err := utils.ReadTable[EntityMQuest]("m_quest")
if err != nil {
return nil, fmt.Errorf("load quest table: %w", err)
}
missionGroups, err := utils.ReadTable[EntityMQuestMissionGroup]("m_quest_mission_group")
if err != nil {
return nil, fmt.Errorf("load quest mission group table: %w", err)
}
sort.Slice(missionGroups, func(i, j int) bool {
if missionGroups[i].QuestMissionGroupId != missionGroups[j].QuestMissionGroupId {
return missionGroups[i].QuestMissionGroupId < missionGroups[j].QuestMissionGroupId
}
if missionGroups[i].SortOrder != missionGroups[j].SortOrder {
return missionGroups[i].SortOrder < missionGroups[j].SortOrder
}
return missionGroups[i].QuestMissionId < missionGroups[j].QuestMissionId
})
sequences, err := utils.ReadTable[EntityMMainQuestSequence]("m_main_quest_sequence")
if err != nil {
return nil, fmt.Errorf("load main quest sequence table: %w", err)
}
sort.Slice(sequences, func(i, j int) bool {
if sequences[i].MainQuestSequenceId != sequences[j].MainQuestSequenceId {
return sequences[i].MainQuestSequenceId < sequences[j].MainQuestSequenceId
}
if sequences[i].SortOrder != sequences[j].SortOrder {
return sequences[i].SortOrder < sequences[j].SortOrder
}
return sequences[i].QuestId < sequences[j].QuestId
})
chapters, err := utils.ReadTable[EntityMMainQuestChapter]("m_main_quest_chapter")
if err != nil {
return nil, fmt.Errorf("load main quest chapter table: %w", err)
}
routes, err := utils.ReadTable[EntityMMainQuestRoute]("m_main_quest_route")
if err != nil {
return nil, fmt.Errorf("load main quest route table: %w", err)
}
seasonIdByRouteId := make(map[int32]int32, len(routes))
for _, r := range routes {
seasonIdByRouteId[r.MainQuestRouteId] = r.MainQuestSeasonId
}
firstClearSwitches, err := utils.ReadTable[EntityMQuestFirstClearRewardSwitch]("m_quest_first_clear_reward_switch")
if err != nil {
return nil, fmt.Errorf("load quest first clear reward switch table: %w", err)
}
firstClearRewards, err := utils.ReadTable[EntityMQuestFirstClearRewardGroup]("m_quest_first_clear_reward_group")
if err != nil {
return nil, fmt.Errorf("load quest first clear reward group table: %w", err)
}
sort.Slice(firstClearRewards, func(i, j int) bool {
if firstClearRewards[i].QuestFirstClearRewardGroupId != firstClearRewards[j].QuestFirstClearRewardGroupId {
return firstClearRewards[i].QuestFirstClearRewardGroupId < firstClearRewards[j].QuestFirstClearRewardGroupId
}
if firstClearRewards[i].SortOrder != firstClearRewards[j].SortOrder {
return firstClearRewards[i].SortOrder < firstClearRewards[j].SortOrder
}
return firstClearRewards[i].QuestFirstClearRewardType < firstClearRewards[j].QuestFirstClearRewardType
})
replayFlowRewards, err := utils.ReadTable[EntityMQuestReplayFlowRewardGroup]("m_quest_replay_flow_reward_group")
if err != nil {
return nil, fmt.Errorf("load quest replay flow reward group table: %w", err)
}
sort.Slice(replayFlowRewards, func(i, j int) bool {
if replayFlowRewards[i].QuestReplayFlowRewardGroupId != replayFlowRewards[j].QuestReplayFlowRewardGroupId {
return replayFlowRewards[i].QuestReplayFlowRewardGroupId < replayFlowRewards[j].QuestReplayFlowRewardGroupId
}
return replayFlowRewards[i].SortOrder < replayFlowRewards[j].SortOrder
})
missionRewards, err := utils.ReadTable[EntityMQuestMissionReward]("m_quest_mission_reward")
if err != nil {
return nil, fmt.Errorf("load quest mission reward table: %w", err)
}
weapons, err := utils.ReadTable[EntityMWeapon]("m_weapon")
if err != nil {
return nil, fmt.Errorf("load weapon table: %w", err)
}
weaponSkillGroups, err := utils.ReadTable[EntityMWeaponSkillGroup]("m_weapon_skill_group")
if err != nil {
return nil, fmt.Errorf("load weapon skill group table: %w", err)
}
weaponAbilityGroups, err := utils.ReadTable[EntityMWeaponAbilityGroup]("m_weapon_ability_group")
if err != nil {
return nil, fmt.Errorf("load weapon ability group table: %w", err)
}
releaseConditions, err := utils.ReadTable[EntityMWeaponStoryReleaseConditionGroup]("m_weapon_story_release_condition_group")
if err != nil {
return nil, fmt.Errorf("load weapon story release condition table: %w", err)
}
costumeMasters, err := utils.ReadTable[EntityMCostume]("m_costume")
if err != nil {
return nil, fmt.Errorf("load costume table: %w", err)
}
costumeRarities, err := utils.ReadTable[EntityMCostumeRarity]("m_costume_rarity")
if err != nil {
return nil, fmt.Errorf("load costume rarity table: %w", err)
}
sceneGrants, err := utils.ReadTable[EntityMUserQuestSceneGrantPossession]("m_user_quest_scene_grant_possession")
if err != nil {
return nil, fmt.Errorf("load quest scene grant table: %w", err)
}
battleDropRewards, err := utils.ReadTable[EntityMBattleDropReward]("m_battle_drop_reward")
if err != nil {
return nil, fmt.Errorf("load battle drop reward table: %w", err)
}
pickupRewardGroups, err := utils.ReadTable[EntityMQuestPickupRewardGroup]("m_quest_pickup_reward_group")
if err != nil {
return nil, fmt.Errorf("load quest pickup reward group table: %w", err)
}
sort.Slice(pickupRewardGroups, func(i, j int) bool {
if pickupRewardGroups[i].QuestPickupRewardGroupId != pickupRewardGroups[j].QuestPickupRewardGroupId {
return pickupRewardGroups[i].QuestPickupRewardGroupId < pickupRewardGroups[j].QuestPickupRewardGroupId
}
return pickupRewardGroups[i].SortOrder < pickupRewardGroups[j].SortOrder
})
sceneBattles, err := utils.ReadTable[EntityMQuestSceneBattle]("m_quest_scene_battle")
if err != nil {
return nil, fmt.Errorf("load quest scene battle table: %w", err)
}
battleGroups, err := utils.ReadTable[EntityMBattleGroup]("m_battle_group")
if err != nil {
return nil, fmt.Errorf("load battle group table: %w", err)
}
battles, err := utils.ReadTable[EntityMBattle]("m_battle")
if err != nil {
return nil, fmt.Errorf("load battle table: %w", err)
}
npcDecks, err := utils.ReadTable[EntityMBattleNpcDeck]("m_battle_npc_deck")
if err != nil {
return nil, fmt.Errorf("load battle npc deck table: %w", err)
}
npcDropCategories, err := utils.ReadTable[EntityMBattleNpcDeckCharacterDropCategory]("m_battle_npc_deck_character_drop_category")
if err != nil {
return nil, fmt.Errorf("load battle npc drop category table: %w", err)
}
rentalDecks, err := utils.ReadTable[EntityMBattleRentalDeck]("m_battle_rental_deck")
if err != nil {
return nil, fmt.Errorf("load battle rental deck table: %w", err)
}
tutorialUnlockConds, err := utils.ReadTable[EntityMTutorialUnlockCondition]("m_tutorial_unlock_condition")
if err != nil {
return nil, fmt.Errorf("load tutorial unlock condition table: %w", err)
}
battleOnlyTargetSceneByQuestId := make(map[int32]int32)
for _, scene := range scenes {
if scene.IsBattleOnlyTarget {
if _, exists := battleOnlyTargetSceneByQuestId[scene.QuestId]; !exists {
battleOnlyTargetSceneByQuestId[scene.QuestId] = scene.QuestSceneId
}
}
}
paramMapRows, err := LoadParameterMap()
if err != nil {
return nil, err
}
userLevels, err := utils.ReadTable[EntityMUserLevel]("m_user_level")
if err != nil {
return nil, fmt.Errorf("load user level table: %w", err)
}
maxStaminaByLevel := make(map[int32]int32, len(userLevels))
for _, ul := range userLevels {
maxStaminaByLevel[ul.UserLevel] = ul.MaxStamina
}
funcResolver, err := LoadFunctionResolver()
if err != nil {
return nil, fmt.Errorf("load function resolver: %w", err)
}
costumeExpByRarity := make(map[int32][]int32, len(costumeRarities))
costumeMaxLevelByRarity := make(map[int32]NumericalFunc, len(costumeRarities))
for _, r := range costumeRarities {
if _, ok := costumeExpByRarity[r.RarityType]; !ok {
costumeExpByRarity[r.RarityType] = BuildExpThresholds(paramMapRows, r.RequiredExpForLevelUpNumericalParameterMapId)
}
if _, ok := costumeMaxLevelByRarity[r.RarityType]; !ok {
if f, found := funcResolver.Resolve(r.MaxLevelNumericalFunctionId); found {
costumeMaxLevelByRarity[r.RarityType] = f
}
}
}
costumeById := make(map[int32]EntityMCostume, len(costumeMasters))
for _, cm := range costumeMasters {
costumeById[cm.CostumeId] = cm
}
weaponById := make(map[int32]EntityMWeapon, len(weapons))
for _, w := range weapons {
weaponById[w.WeaponId] = w
}
skillSlots := make(map[int32][]int32)
for _, row := range weaponSkillGroups {
skillSlots[row.WeaponSkillGroupId] = append(skillSlots[row.WeaponSkillGroupId], row.SlotNumber)
}
abilitySlots := make(map[int32][]int32)
for _, row := range weaponAbilityGroups {
abilitySlots[row.WeaponAbilityGroupId] = append(abilitySlots[row.WeaponAbilityGroupId], row.SlotNumber)
}
sceneById := make(map[int32]EntityMQuestScene, len(scenes))
sceneIdsByQuestId := make(map[int32][]int32)
for _, scene := range scenes {
sceneById[scene.QuestSceneId] = scene
sceneIdsByQuestId[scene.QuestId] = append(sceneIdsByQuestId[scene.QuestId], scene.QuestSceneId)
}
missionById := make(map[int32]EntityMQuestMission, len(missions))
for _, mission := range missions {
missionById[mission.QuestMissionId] = mission
}
questById := make(map[int32]EntityMQuest, len(quests))
for _, quest := range quests {
questById[quest.QuestId] = quest
}
missionIdsByGroupId := make(map[int32][]int32, len(missionGroups))
for _, mg := range missionGroups {
missionIdsByGroupId[mg.QuestMissionGroupId] = append(
missionIdsByGroupId[mg.QuestMissionGroupId], mg.QuestMissionId)
}
missionIdsByQuestId := make(map[int32][]int32)
for questId, quest := range questById {
missionIds := missionIdsByGroupId[quest.QuestMissionGroupId]
if len(missionIds) == 0 {
continue
}
missionIdsByQuestId[questId] = append([]int32(nil), missionIds...)
}
chapterBySequenceId := make(map[int32]EntityMMainQuestChapter, len(chapters))
for _, chapter := range chapters {
chapterBySequenceId[chapter.MainQuestSequenceGroupId] = chapter
}
routeIdByQuestId := make(map[int32]int32)
for _, sequence := range sequences {
if chapter, ok := chapterBySequenceId[sequence.MainQuestSequenceId]; ok {
routeIdByQuestId[sequence.QuestId] = chapter.MainQuestRouteId
}
}
sortedChapters := make([]EntityMMainQuestChapter, len(chapters))
copy(sortedChapters, chapters)
sort.Slice(sortedChapters, func(i, j int) bool {
return sortedChapters[i].SortOrder < sortedChapters[j].SortOrder
})
sequencesByGroupId := make(map[int32][]EntityMMainQuestSequence)
for _, seq := range sequences {
sequencesByGroupId[seq.MainQuestSequenceId] = append(sequencesByGroupId[seq.MainQuestSequenceId], seq)
}
var orderedQuestIds []int32
for _, chapter := range sortedChapters {
for _, seq := range sequencesByGroupId[chapter.MainQuestSequenceGroupId] {
orderedQuestIds = append(orderedQuestIds, seq.QuestId)
}
}
chapterLastSceneByQuestId := make(map[int32]int32)
for _, chapter := range sortedChapters {
seqs := sequencesByGroupId[chapter.MainQuestSequenceGroupId]
var chapterLastScene int32
for i := len(seqs) - 1; i >= 0; i-- {
if sids := sceneIdsByQuestId[seqs[i].QuestId]; len(sids) > 0 {
chapterLastScene = sids[len(sids)-1]
break
}
}
if chapterLastScene != 0 {
for _, seq := range seqs {
chapterLastSceneByQuestId[seq.QuestId] = chapterLastScene
}
}
}
firstClearRewardsByGroupId := make(map[int32][]EntityMQuestFirstClearRewardGroup, len(firstClearRewards))
for _, reward := range firstClearRewards {
firstClearRewardsByGroupId[reward.QuestFirstClearRewardGroupId] = append(
firstClearRewardsByGroupId[reward.QuestFirstClearRewardGroupId], reward)
}
replayFlowRewardsByGroupId := make(map[int32][]EntityMQuestReplayFlowRewardGroup, len(replayFlowRewards))
for _, reward := range replayFlowRewards {
replayFlowRewardsByGroupId[reward.QuestReplayFlowRewardGroupId] = append(
replayFlowRewardsByGroupId[reward.QuestReplayFlowRewardGroupId], reward)
}
firstClearRewardSwitchesByQuestId := make(map[int32][]EntityMQuestFirstClearRewardSwitch, len(firstClearSwitches))
for _, switchRow := range firstClearSwitches {
firstClearRewardSwitchesByQuestId[switchRow.QuestId] = append(
firstClearRewardSwitchesByQuestId[switchRow.QuestId], switchRow)
}
missionRewardsByMissionId := make(map[int32][]EntityMQuestMissionReward, len(missionRewards))
for _, reward := range missionRewards {
missionRewardsByMissionId[reward.QuestMissionRewardId] = append(
missionRewardsByMissionId[reward.QuestMissionRewardId], reward)
}
weaponIdsByReleaseConditionGroupId := make(map[int32][]int32)
for _, w := range weaponById {
if w.WeaponStoryReleaseConditionGroupId != 0 {
weaponIdsByReleaseConditionGroupId[w.WeaponStoryReleaseConditionGroupId] = append(
weaponIdsByReleaseConditionGroupId[w.WeaponStoryReleaseConditionGroupId], w.WeaponId)
}
}
releaseConditionsByGroupId := make(map[int32][]EntityMWeaponStoryReleaseConditionGroup)
for _, c := range releaseConditions {
releaseConditionsByGroupId[c.WeaponStoryReleaseConditionGroupId] = append(
releaseConditionsByGroupId[c.WeaponStoryReleaseConditionGroupId], c)
}
sceneGrantsBySceneId := make(map[int32][]EntityMUserQuestSceneGrantPossession)
for _, sg := range sceneGrants {
sceneGrantsBySceneId[sg.QuestSceneId] = append(sceneGrantsBySceneId[sg.QuestSceneId], sg)
}
battleDropRewardById := make(map[int32]EntityMBattleDropReward, len(battleDropRewards))
for _, bdr := range battleDropRewards {
battleDropRewardById[bdr.BattleDropRewardId] = bdr
}
pickupRewardIdsByGroupId := make(map[int32][]int32)
for _, pg := range pickupRewardGroups {
pickupRewardIdsByGroupId[pg.QuestPickupRewardGroupId] = append(
pickupRewardIdsByGroupId[pg.QuestPickupRewardGroupId], pg.BattleDropRewardId)
}
battleGroupBySceneId := make(map[int32]int32, len(sceneBattles))
for _, sb := range sceneBattles {
battleGroupBySceneId[sb.QuestSceneId] = sb.BattleGroupId
}
battleIdsByGroupId := make(map[int32][]int32)
for _, bg := range battleGroups {
battleIdsByGroupId[bg.BattleGroupId] = append(battleIdsByGroupId[bg.BattleGroupId], bg.BattleId)
}
type npcDeckKey struct {
BattleNpcId int64
DeckType int32
BattleNpcDeckNumber int32
}
npcDeckByKey := make(map[npcDeckKey]EntityMBattleNpcDeck, len(npcDecks))
for _, d := range npcDecks {
npcDeckByKey[npcDeckKey{d.BattleNpcId, d.DeckType, d.BattleNpcDeckNumber}] = d
}
battleByIdMap := make(map[int32]EntityMBattle, len(battles))
for _, b := range battles {
battleByIdMap[b.BattleId] = b
}
type dropCatKey struct {
BattleNpcId int64
Uuid string
}
dropCategoryByKey := make(map[dropCatKey]int32, len(npcDropCategories))
for _, dc := range npcDropCategories {
dropCategoryByKey[dropCatKey{dc.BattleNpcId, dc.BattleNpcDeckCharacterUuid}] = dc.BattleDropCategoryId
}
battleDropsByQuestId := make(map[int32][]BattleDropInfo)
for questId := range questById {
sids := sceneIdsByQuestId[questId]
seen := make(map[BattleDropInfo]bool)
var drops []BattleDropInfo
for _, sceneId := range sids {
groupId, ok := battleGroupBySceneId[sceneId]
if !ok {
continue
}
for _, battleId := range battleIdsByGroupId[groupId] {
b, ok := battleByIdMap[battleId]
if !ok {
continue
}
dk := npcDeckKey{b.BattleNpcId, b.DeckType, b.BattleNpcDeckNumber}
deck, ok := npcDeckByKey[dk]
if !ok {
continue
}
for _, uuid := range []string{deck.BattleNpcDeckCharacterUuid01, deck.BattleNpcDeckCharacterUuid02, deck.BattleNpcDeckCharacterUuid03} {
if uuid == "" {
continue
}
catId, ok := dropCategoryByKey[dropCatKey{b.BattleNpcId, uuid}]
if !ok {
continue
}
info := BattleDropInfo{QuestSceneId: sceneId, BattleDropCategoryId: catId}
if !seen[info] {
seen[info] = true
drops = append(drops, info)
}
}
}
}
if len(drops) > 0 {
battleDropsByQuestId[questId] = drops
}
}
rentalBattleGroups := make(map[int32]bool, len(rentalDecks))
for _, rd := range rentalDecks {
rentalBattleGroups[rd.BattleGroupId] = true
}
rentalQuestIds := make(map[int32]bool)
for questId := range questById {
for _, sceneId := range sceneIdsByQuestId[questId] {
if groupId, ok := battleGroupBySceneId[sceneId]; ok && rentalBattleGroups[groupId] {
rentalQuestIds[questId] = true
break
}
}
}
return &QuestCatalog{
SceneById: sceneById,
MissionById: missionById,
QuestById: questById,
MissionIdsByQuestId: missionIdsByQuestId,
RouteIdByQuestId: routeIdByQuestId,
SceneIdsByQuestId: sceneIdsByQuestId,
OrderedQuestIds: orderedQuestIds,
FirstClearRewardsByGroupId: firstClearRewardsByGroupId,
FirstClearRewardSwitchesByQuestId: firstClearRewardSwitchesByQuestId,
MissionRewardsByMissionId: missionRewardsByMissionId,
WeaponIdsByReleaseConditionGroupId: weaponIdsByReleaseConditionGroupId,
ReleaseConditionsByGroupId: releaseConditionsByGroupId,
SceneGrantsBySceneId: sceneGrantsBySceneId,
BattleDropRewardById: battleDropRewardById,
PickupRewardIdsByGroupId: pickupRewardIdsByGroupId,
BattleDropsByQuestId: battleDropsByQuestId,
ReplayFlowRewardsByGroupId: replayFlowRewardsByGroupId,
RentalQuestIds: rentalQuestIds,
TutorialUnlockConditions: tutorialUnlockConds,
ChapterLastSceneByQuestId: chapterLastSceneByQuestId,
SeasonIdByRouteId: seasonIdByRouteId,
BattleOnlyTargetSceneByQuestId: battleOnlyTargetSceneByQuestId,
UserExpThresholds: BuildExpThresholds(paramMapRows, 1),
CharacterExpThresholds: BuildExpThresholds(paramMapRows, 31),
CostumeExpByRarity: costumeExpByRarity,
CostumeMaxLevelByRarity: costumeMaxLevelByRarity,
MaxStaminaByLevel: maxStaminaByLevel,
CostumeById: costumeById,
WeaponById: weaponById,
WeaponSkillSlots: skillSlots,
WeaponAbilitySlots: abilitySlots,
PartsCatalog: partsCatalog,
}, nil
}
func (q *QuestCatalog) BattleOnlyTargetSceneIdFor(questId int32) (int32, bool) {
v, ok := q.BattleOnlyTargetSceneByQuestId[questId]
return v, ok
}