Files
lunar-tear/server/internal/questflow/scene.go
T
Ilya Groshev 6c9e3c45f0
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Fix map replay flow and quest mission rewards
2026-05-11 20:21:55 +03:00

235 lines
7.8 KiB
Go

package questflow
// MainQuest scene-field families mirror three client entity tables:
//
// MainFlow* — EntityIUserMainQuestMainFlowStatus (#11443)
// Progress* — EntityIUserMainQuestProgressStatus (#11444)
// ReplayFlow* — EntityIUserMainQuestReplayFlowStatus (#11445)
import (
"fmt"
"log"
"lunar-tear/server/internal/gametime"
"lunar-tear/server/internal/model"
"lunar-tear/server/internal/store"
)
func (h *QuestHandler) applySceneGrants(user *store.UserState, questSceneId int32, nowMillis int64) {
grants, ok := h.SceneGrantsBySceneId[questSceneId]
if !ok {
return
}
for _, g := range grants {
h.applyRewardPossession(user, model.PossessionType(g.PossessionType), g.PossessionId, g.Count, nowMillis)
}
}
func (h *QuestHandler) isSceneAhead(newSceneId, currentHeadId int32) bool {
if currentHeadId == 0 {
return true
}
return h.SceneById[newSceneId].SortOrder > h.SceneById[currentHeadId].SortOrder
}
func (h *QuestHandler) advanceMainFlowScene(user *store.UserState, questId, sceneId int32) {
if !h.isSceneAhead(sceneId, user.MainQuest.HeadQuestSceneId) {
return
}
user.MainQuest.CurrentQuestSceneId = sceneId
user.MainQuest.HeadQuestSceneId = sceneId
lastSceneId := h.getChapterLastSceneId(questId)
user.MainQuest.IsReachedLastQuestScene = sceneId == lastSceneId
if routeId, ok := h.RouteIdByQuestId[questId]; ok {
user.MainQuest.CurrentMainQuestRouteId = routeId
if seasonId, ok := h.SeasonIdByRouteId[routeId]; ok {
user.MainQuest.MainQuestSeasonId = seasonId
RecordSeasonRoute(user, seasonId, routeId, gametime.NowMillis())
}
}
}
// Backs IUserMainQuestSeasonRoute: the client needs the history to load
// scene metadata when cage menu-replay jumps to older chapters.
func RecordSeasonRoute(user *store.UserState, seasonId, routeId int32, nowMillis int64) {
if seasonId <= 0 || routeId <= 0 {
return
}
if user.MainQuestSeasonRoutes == nil {
user.MainQuestSeasonRoutes = make(map[store.SeasonRouteKey]store.SeasonRouteEntry)
}
key := store.SeasonRouteKey{MainQuestSeasonId: seasonId, MainQuestRouteId: routeId}
if _, exists := user.MainQuestSeasonRoutes[key]; exists {
return
}
user.MainQuestSeasonRoutes[key] = store.SeasonRouteEntry{
MainQuestSeasonId: seasonId,
MainQuestRouteId: routeId,
LatestVersion: nowMillis,
}
}
func (h *QuestHandler) HandleMainFlowSceneProgress(user *store.UserState, questSceneId int32, nowMillis int64) {
scene, ok := h.SceneById[questSceneId]
if !ok {
panic(fmt.Sprintf("unknown sceneId=%d for HandleMainFlowSceneProgress", questSceneId))
}
quest, ok := h.QuestById[scene.QuestId]
if !ok {
panic(fmt.Sprintf("unknown questId=%d for HandleMainFlowSceneProgress", questSceneId))
}
h.advanceMainFlowScene(user, quest.QuestId, questSceneId)
user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeMainFlow)
if user.SideStoryActiveProgress.CurrentSideStoryQuestId != 0 {
user.SideStoryActiveProgress = store.SideStoryActiveProgress{
LatestVersion: nowMillis,
}
}
user.PortalCageStatus.IsCurrentProgress = false
user.PortalCageStatus.LatestVersion = nowMillis
h.applySceneGrants(user, questSceneId, nowMillis)
}
func (h *QuestHandler) advanceTutorialsForScene(user *store.UserState, sceneId int32) {
currentScene, ok := h.SceneById[sceneId]
if !ok {
log.Printf("[advanceTutorialsForScene] unknown sceneId=%d", sceneId)
return
}
for _, cond := range h.TutorialUnlockConditions {
condScene, ok := h.SceneById[cond.ConditionValue]
if !ok {
log.Printf("[advanceTutorialsForScene] unknown conditionValue=%d", cond.ConditionValue)
continue
}
if currentScene.SortOrder >= condScene.SortOrder {
if _, exists := user.Tutorials[cond.TutorialType]; !exists {
user.Tutorials[cond.TutorialType] = store.TutorialProgressState{
TutorialType: cond.TutorialType,
ProgressPhase: 99999,
}
}
}
}
}
func (h *QuestHandler) getLastMainFlowSceneId(questId int32) int32 {
sceneIds := h.SceneIdsByQuestId[questId]
if len(sceneIds) == 0 {
panic(fmt.Sprintf("no scenes found for questId=%d", questId))
}
return sceneIds[len(sceneIds)-1]
}
func (h *QuestHandler) getChapterLastSceneId(questId int32) int32 {
if id, ok := h.ChapterLastSceneByQuestId[questId]; ok {
return id
}
return h.getLastMainFlowSceneId(questId)
}
func (h *QuestHandler) HandleReplayFlowSceneProgress(user *store.UserState, questSceneId int32, nowMillis int64) {
user.MainQuest.ReplayFlowCurrentQuestSceneId = questSceneId
user.MainQuest.ReplayFlowHeadQuestSceneId = questSceneId
user.PortalCageStatus.IsCurrentProgress = false
user.PortalCageStatus.LatestVersion = nowMillis
flowType := h.replayFlowType(user, questSceneId)
user.MainQuest.CurrentQuestFlowType = int32(flowType)
user.MainQuest.LatestVersion = nowMillis
log.Printf("[HandleReplayFlowSceneProgress] sceneId=%d flowType=%s", questSceneId, flowType)
}
func (h *QuestHandler) replayFlowType(user *store.UserState, questSceneId int32) model.QuestFlowType {
scene, ok := h.SceneById[questSceneId]
if !ok {
return model.QuestFlowTypeReplayFlow
}
routeId, ok := h.RouteIdByQuestId[scene.QuestId]
if !ok {
return model.QuestFlowTypeReplayFlow
}
return h.replayFlowTypeForRoute(user, routeId)
}
func (h *QuestHandler) replayFlowTypeForRoute(user *store.UserState, routeId int32) model.QuestFlowType {
seasonId, ok := h.SeasonIdByRouteId[routeId]
if !ok {
return model.QuestFlowTypeReplayFlow
}
for key, entry := range user.MainQuestSeasonRoutes {
if key.MainQuestSeasonId == seasonId && entry.MainQuestRouteId != routeId {
return model.QuestFlowTypeAnotherRouteReplayFlow
}
}
return model.QuestFlowTypeReplayFlow
}
func (h *QuestHandler) replayFlowTypeFromQuestId(user *store.UserState, questId int32) model.QuestFlowType {
routeId, ok := h.RouteIdByQuestId[questId]
if !ok {
return model.QuestFlowTypeReplayFlow
}
return h.replayFlowTypeForRoute(user, routeId)
}
func (h *QuestHandler) HandleMainQuestSceneProgress(user *store.UserState, questSceneId int32) {
scene, ok := h.SceneById[questSceneId]
if !ok {
panic(fmt.Sprintf("unknown sceneId=%d for HandleMainQuestSceneProgress", questSceneId))
}
quest, ok := h.QuestById[scene.QuestId]
if !ok {
panic(fmt.Sprintf("unknown questId=%d for HandleMainQuestSceneProgress", questSceneId))
}
if prevSceneId := user.MainQuest.ProgressQuestSceneId; prevSceneId != 0 {
if prevScene, ok := h.SceneById[prevSceneId]; ok && prevScene.QuestId != quest.QuestId {
// Skip if the previous quest is playable — it has its own FinishMainQuest;
// chain-finalizing here would double-increment ClearCount.
if prevQuest, ok := h.QuestById[prevScene.QuestId]; ok && !isMainQuestPlayable(prevQuest) {
h.finalizeChainPreviousQuest(user, prevScene.QuestId, gametime.NowMillis())
}
}
}
isReplay := model.IsReplayQuestFlowType(user.MainQuest.CurrentQuestFlowType)
if isMainQuestPlayable(quest) {
user.MainQuest.ProgressQuestSceneId = questSceneId
if h.isSceneAhead(questSceneId, user.MainQuest.ProgressHeadQuestSceneId) {
user.MainQuest.ProgressHeadQuestSceneId = questSceneId
}
if isReplay {
user.MainQuest.ProgressQuestFlowType = user.MainQuest.CurrentQuestFlowType
} else {
user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeSubFlow)
user.MainQuest.ProgressQuestFlowType = int32(model.QuestFlowTypeSubFlow)
}
} else {
user.MainQuest.CurrentQuestSceneId = questSceneId
if h.isSceneAhead(questSceneId, user.MainQuest.HeadQuestSceneId) {
user.MainQuest.HeadQuestSceneId = questSceneId
}
lastSceneId := h.getChapterLastSceneId(quest.QuestId)
user.MainQuest.IsReachedLastQuestScene = questSceneId == lastSceneId
}
if isReplay {
user.MainQuest.ReplayFlowCurrentQuestSceneId = questSceneId
if h.isSceneAhead(questSceneId, user.MainQuest.ReplayFlowHeadQuestSceneId) {
user.MainQuest.ReplayFlowHeadQuestSceneId = questSceneId
}
user.MainQuest.LatestVersion = gametime.NowMillis()
}
}