Files
lunar-tear/server/internal/masterdata/gacha_pool.go
T
Ilya Groshev 02f511f40c Initial commit
2026-04-14 09:28:26 +03:00

433 lines
13 KiB
Go

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