Files
lunar-tear/server/internal/store/helpers.go
T

352 lines
10 KiB
Go

package store
import (
"fmt"
"log"
"sort"
"lunar-tear/server/internal/gametime"
"lunar-tear/server/internal/model"
)
func DeductPrice(user *UserState, priceType, priceId, amount int32) error {
switch priceType {
case model.PriceTypeConsumableItem:
cur := user.ConsumableItems[priceId]
if cur < amount {
return fmt.Errorf("insufficient consumable %d: have %d, need %d", priceId, cur, amount)
}
user.ConsumableItems[priceId] = cur - amount
case model.PriceTypeGem:
total := user.Gem.FreeGem + user.Gem.PaidGem
if total < amount {
return fmt.Errorf("insufficient gems: have %d, need %d", total, amount)
}
if user.Gem.FreeGem >= amount {
user.Gem.FreeGem -= amount
} else {
amount -= user.Gem.FreeGem
user.Gem.FreeGem = 0
user.Gem.PaidGem -= amount
}
case model.PriceTypePaidGem:
if user.Gem.PaidGem < amount {
return fmt.Errorf("insufficient paid gems: have %d, need %d", user.Gem.PaidGem, amount)
}
user.Gem.PaidGem -= amount
case model.PriceTypePlatformPayment:
// real-money purchase -- treat as free on private server
default:
log.Printf("[DeductPrice] unhandled priceType=%d priceId=%d amount=%d", priceType, priceId, amount)
}
return nil
}
func DeductPossession(user *UserState, possessionType model.PossessionType, possessionId, count int32) {
switch possessionType {
case model.PossessionTypeMaterial:
user.Materials[possessionId] -= count
if user.Materials[possessionId] <= 0 {
delete(user.Materials, possessionId)
}
case model.PossessionTypeConsumableItem:
user.ConsumableItems[possessionId] -= count
if user.ConsumableItems[possessionId] <= 0 {
delete(user.ConsumableItems, possessionId)
}
case model.PossessionTypePaidGem:
user.Gem.PaidGem -= count
case model.PossessionTypeFreeGem:
user.Gem.FreeGem -= count
default:
log.Printf("[DeductPossession] unhandled type=%d id=%d count=%d", possessionType, possessionId, count)
}
}
func GrantPossession(user *UserState, possessionType model.PossessionType, possessionId, count int32) {
switch possessionType {
case model.PossessionTypeMaterial:
user.Materials[possessionId] += count
case model.PossessionTypeConsumableItem:
user.ConsumableItems[possessionId] += count
case model.PossessionTypePaidGem:
user.Gem.PaidGem += count
case model.PossessionTypeFreeGem:
user.Gem.FreeGem += count
case model.PossessionTypeImportantItem:
user.ImportantItems[possessionId] += count
case model.PossessionTypePremiumItem:
user.PremiumItems[possessionId] = gametime.NowMillis()
default:
log.Printf("[GrantPossession] unhandled type=%d id=%d count=%d", possessionType, possessionId, count)
}
}
type CostumeRef struct {
CharacterId int32
}
type WeaponRef struct {
WeaponSkillGroupId int32
WeaponAbilityGroupId int32
WeaponStoryReleaseConditionGroupId int32
}
type WeaponStoryReleaseCond struct {
StoryIndex int32
WeaponStoryReleaseConditionType model.WeaponStoryReleaseConditionType
ConditionValue int32
}
type PossessionGranter struct {
CostumeById map[int32]CostumeRef
WeaponById map[int32]WeaponRef
WeaponSkillSlots map[int32][]int32
WeaponAbilitySlots map[int32][]int32
ReleaseConditions map[int32][]WeaponStoryReleaseCond
LastChangedStoryWeaponIds []int32
}
func (g *PossessionGranter) DrainChangedStoryWeaponIds() []int32 {
ids := g.LastChangedStoryWeaponIds
g.LastChangedStoryWeaponIds = nil
return ids
}
func (g *PossessionGranter) GrantFull(user *UserState, possessionType model.PossessionType, possessionId, count int32, nowMillis int64) {
switch possessionType {
case model.PossessionTypeCostume, model.PossessionTypeCostumeEnhanced:
g.GrantCostume(user, possessionId, nowMillis)
case model.PossessionTypeWeapon, model.PossessionTypeWeaponEnhanced:
g.GrantWeapon(user, possessionId, nowMillis)
default:
GrantPossession(user, possessionType, possessionId, count)
}
}
func (g *PossessionGranter) GrantCostume(user *UserState, costumeId int32, nowMillis int64) {
for _, row := range user.Costumes {
if row.CostumeId == costumeId {
return
}
}
if cm, ok := g.CostumeById[costumeId]; ok {
if _, exists := user.Characters[cm.CharacterId]; !exists {
user.Characters[cm.CharacterId] = CharacterState{
CharacterId: cm.CharacterId,
Level: 1,
}
}
}
key := fmt.Sprintf("reward-costume-%d", costumeId)
user.Costumes[key] = CostumeState{
UserCostumeUuid: key,
CostumeId: costumeId,
Level: 1,
HeadupDisplayViewId: 1,
AcquisitionDatetime: nowMillis,
}
user.CostumeActiveSkills[key] = CostumeActiveSkillState{
UserCostumeUuid: key,
Level: 1,
AcquisitionDatetime: nowMillis,
}
}
func (g *PossessionGranter) GrantWeapon(user *UserState, weaponId int32, nowMillis int64) {
key := fmt.Sprintf("reward-weapon-%d-%d", weaponId, nowMillis)
if _, exists := user.Weapons[key]; exists {
for i := 2; ; i++ {
candidate := fmt.Sprintf("%s-%d", key, i)
if _, exists := user.Weapons[candidate]; !exists {
key = candidate
break
}
}
}
user.Weapons[key] = WeaponState{
UserWeaponUuid: key,
WeaponId: weaponId,
Level: 1,
AcquisitionDatetime: nowMillis,
}
if _, exists := user.WeaponNotes[weaponId]; !exists {
user.WeaponNotes[weaponId] = WeaponNoteState{
WeaponId: weaponId,
MaxLevel: 1,
MaxLimitBreakCount: 0,
FirstAcquisitionDatetime: nowMillis,
LatestVersion: nowMillis,
}
}
weapon, ok := g.WeaponById[weaponId]
if !ok {
return
}
g.populateWeaponSkillsAbilities(user, key, weapon)
if weapon.WeaponStoryReleaseConditionGroupId != 0 {
changed := false
for _, cond := range g.ReleaseConditions[weapon.WeaponStoryReleaseConditionGroupId] {
switch cond.WeaponStoryReleaseConditionType {
case model.WeaponStoryReleaseConditionTypeAcquisition:
if grantWeaponStoryUnlock(user, weaponId, cond.StoryIndex, nowMillis) {
changed = true
}
case model.WeaponStoryReleaseConditionTypeQuestClear:
if qs, ok := user.Quests[cond.ConditionValue]; ok && qs.QuestStateType == model.UserQuestStateTypeCleared {
if grantWeaponStoryUnlock(user, weaponId, cond.StoryIndex, nowMillis) {
changed = true
}
}
}
}
if changed {
g.LastChangedStoryWeaponIds = append(g.LastChangedStoryWeaponIds, weaponId)
}
}
}
func (g *PossessionGranter) populateWeaponSkillsAbilities(user *UserState, weaponUuid string, weapon WeaponRef) {
if slots, ok := g.WeaponSkillSlots[weapon.WeaponSkillGroupId]; ok {
skills := make([]WeaponSkillState, len(slots))
for i, slot := range slots {
skills[i] = WeaponSkillState{
UserWeaponUuid: weaponUuid,
SlotNumber: slot,
Level: 1,
}
}
user.WeaponSkills[weaponUuid] = skills
}
if slots, ok := g.WeaponAbilitySlots[weapon.WeaponAbilityGroupId]; ok {
abilities := make([]WeaponAbilityState, len(slots))
for i, slot := range slots {
abilities[i] = WeaponAbilityState{
UserWeaponUuid: weaponUuid,
SlotNumber: slot,
Level: 1,
}
}
user.WeaponAbilities[weaponUuid] = abilities
}
}
func GrantWeaponStoryUnlock(user *UserState, weaponId, storyIndex int32, nowMillis int64) bool {
return grantWeaponStoryUnlock(user, weaponId, storyIndex, nowMillis)
}
func grantWeaponStoryUnlock(user *UserState, weaponId, storyIndex int32, nowMillis int64) bool {
hasWeapon := false
for _, row := range user.Weapons {
if row.WeaponId == weaponId {
hasWeapon = true
break
}
}
if !hasWeapon {
log.Printf("[grantWeaponStoryUnlock] skipping weaponId=%d (weapon not in user.Weapons)", weaponId)
return false
}
if user.WeaponStories == nil {
user.WeaponStories = make(map[int32]WeaponStoryState)
}
cur := user.WeaponStories[weaponId]
if storyIndex <= cur.ReleasedMaxStoryIndex {
return false
}
user.WeaponStories[weaponId] = WeaponStoryState{
WeaponId: weaponId,
ReleasedMaxStoryIndex: storyIndex,
LatestVersion: nowMillis,
}
return true
}
func EnsureDefaultDeck(user *UserState, nowMillis int64) {
if len(user.Costumes) == 0 || len(user.Decks) > 0 {
return
}
costumeUuid := FirstSortedKey(user.Costumes)
weaponUuid := FirstSortedKey(user.Weapons)
companionUuid := FirstSortedKey(user.Companions)
dcUuid := "default-deck-character-0001"
user.DeckCharacters[dcUuid] = DeckCharacterState{
UserDeckCharacterUuid: dcUuid,
UserCostumeUuid: costumeUuid,
MainUserWeaponUuid: weaponUuid,
UserCompanionUuid: companionUuid,
Power: 100,
LatestVersion: nowMillis,
}
user.Decks[DeckKey{DeckType: model.DeckTypeQuest, UserDeckNumber: 1}] = DeckState{
DeckType: model.DeckTypeQuest,
UserDeckNumber: 1,
UserDeckCharacterUuid01: dcUuid,
Name: "Deck 1",
Power: 100,
LatestVersion: nowMillis,
}
if _, exists := user.DeckTypeNotes[model.DeckTypeQuest]; !exists {
user.DeckTypeNotes[model.DeckTypeQuest] = DeckTypeNoteState{
DeckType: model.DeckTypeQuest,
MaxDeckPower: 100,
LatestVersion: nowMillis,
}
}
}
func FirstSortedKey[V any](m map[string]V) string {
if len(m) == 0 {
return ""
}
keys := make([]string, 0, len(m))
for k := range m {
keys = append(keys, k)
}
sort.Strings(keys)
return keys[0]
}
func ApplyDeckReplacement(user *UserState, deckType model.DeckType, userDeckNumber int32, slots []DeckCharacterInput, nowMillis int64) {
deckKey := DeckKey{DeckType: deckType, UserDeckNumber: userDeckNumber}
deck := user.Decks[deckKey]
deck.DeckType = deckType
deck.UserDeckNumber = userDeckNumber
if deck.Name == "" {
deck.Name = fmt.Sprintf("Deck %d", userDeckNumber)
}
if deck.Power == 0 {
deck.Power = 100
}
uuids := []*string{&deck.UserDeckCharacterUuid01, &deck.UserDeckCharacterUuid02, &deck.UserDeckCharacterUuid03}
for i, uuid := range uuids {
if i >= len(slots) || slots[i].UserCostumeUuid == "" {
*uuid = ""
continue
}
slot := slots[i]
dcUuid := fmt.Sprintf("deck-%d-%d-%d", deckType, userDeckNumber, i+1)
dc := user.DeckCharacters[dcUuid]
dc.UserDeckCharacterUuid = dcUuid
dc.UserCostumeUuid = slot.UserCostumeUuid
dc.MainUserWeaponUuid = slot.MainUserWeaponUuid
dc.UserCompanionUuid = slot.UserCompanionUuid
dc.UserThoughtUuid = slot.UserThoughtUuid
dc.DressupCostumeId = slot.DressupCostumeId
dc.LatestVersion = nowMillis
user.DeckCharacters[dcUuid] = dc
user.DeckSubWeapons[dcUuid] = slot.SubWeaponUuids
user.DeckParts[dcUuid] = slot.PartsUuids
*uuid = dcUuid
}
deck.LatestVersion = nowMillis
user.Decks[deckKey] = deck
}