Files
bd2/go/internal/server/player/costume_potential.go
T

249 lines
9.0 KiB
Go

package player
import (
"encoding/binary"
"errors"
"fmt"
"math"
"sort"
"strconv"
"strings"
"sync"
"bd2server/internal/server/gamedata"
"bd2server/internal/server/stateio"
"bd2server/internal/server/wire"
)
type CostumePotentialService struct {
design *gamedata.CostumePotentialDesign
collection *CollectionStore
characters *CharacterStore
inventory *Inventory
wallet *Wallet
connectStore stateio.Store
connectSession string
connectMu sync.Mutex
}
func NewCostumePotentialService(design *gamedata.CostumePotentialDesign, collection *CollectionStore, characters *CharacterStore, inventory *Inventory, wallet *Wallet) (*CostumePotentialService, error) {
if design == nil || collection == nil || characters == nil || inventory == nil || wallet == nil {
return nil, errors.New("player: incomplete costume potential service")
}
return &CostumePotentialService{design: design, collection: collection, characters: characters, inventory: inventory, wallet: wallet}, nil
}
// Contributions follows CharStatInfo.GetCostumeNodeBuffStat: type 2 nodes
// contribute across every owned costume of the same UniqueCharId, while type
// 1 nodes contribute only from CharDBInfo.ConnectPotentialCostume. Values are
// already fractions for the percent options 2, 4 and 6; they are not equipment
// option percentages and must not be divided by 100 or rounded individually.
func (s *CostumePotentialService) Contributions(character Character) ([]gamedata.StatContribution, error) {
if s == nil || s.design == nil || s.collection == nil {
return nil, errors.New("player: missing costume potential contribution source")
}
unique, ok := s.design.CharacterUnique[character.ID]
if !ok || unique == 0 {
return nil, fmt.Errorf("player: unknown costume potential character %d", character.ID)
}
var result []gamedata.StatContribution
connectedFound := character.ConnectPotentialCostume == 0
for _, costume := range s.collection.Costumes() {
if s.design.CostumeUnique[costume.ID] != unique {
continue
}
if costume.ID == character.ConnectPotentialCostume {
connectedFound = true
}
seen := map[uint64]bool{}
for _, id := range costume.PotentialIDs {
if seen[id] {
return nil, errors.New("player: duplicate active costume potential stat node")
}
seen[id] = true
node, found := s.design.Nodes[costume.ID][id]
if !found {
return nil, fmt.Errorf("player: unknown active potential node %d/%d", costume.ID, id)
}
if node.NodeType != 2 && (node.NodeType != 1 || costume.ID != character.ConnectPotentialCostume) {
continue
}
if math.IsNaN(node.StatValue) || math.IsInf(node.StatValue, 0) || node.StatValue < 0 {
return nil, errors.New("player: invalid costume potential stat value")
}
contribution := gamedata.StatContribution{Option: node.StatType}
switch node.StatType {
case 1, 2:
contribution.Stat = gamedata.StatHealth
case 3, 4:
contribution.Stat = gamedata.StatAttack
case 5, 6:
contribution.Stat = gamedata.StatMagic
case 7:
contribution.Stat = gamedata.StatDefencePercent
case 8:
contribution.Stat = gamedata.StatMagicResistancePercent
case 9:
contribution.Stat = gamedata.StatCriticalChance
case 10:
contribution.Stat = gamedata.StatCriticalDamage
case 11, 12, 13, 14, 15, 19:
contribution.Stat = gamedata.StatElementDamage
case 16, 17, 18, 20:
contribution.Stat = gamedata.StatElementResistance
default:
return nil, fmt.Errorf("player: unsupported costume potential stat option %d", node.StatType)
}
if node.StatType == 2 || node.StatType == 4 || node.StatType == 6 {
contribution.Percent = node.StatValue
} else {
contribution.Flat = node.StatValue
}
result = append(result, contribution)
}
}
if !connectedFound {
return nil, errors.New("player: connected potential costume is not owned by this character")
}
return result, nil
}
func (s *CostumePotentialService) Handle(path string, request []byte) (int, []byte, bool, error) {
if path == "/CostumePotentialConnect" {
return s.connect(request)
}
if path != "/CostumeNodeActivation" {
return 0, nil, false, nil
}
seq, found, err := wire.Varint(request, 1)
if err != nil || !found || seq == 0 {
return 0, nil, true, errors.New("player: CostumeNodeActivation missing sequence")
}
characterIndex, found, err := wire.Varint(request, 2)
if err != nil || !found || characterIndex == 0 {
return 0, nil, true, errors.New("player: CostumeNodeActivation missing character")
}
costumeIndex, found, err := wire.Varint(request, 3)
if err != nil || !found || costumeIndex == 0 {
return 0, nil, true, errors.New("player: CostumeNodeActivation missing costume")
}
var nodes []uint64
var materials []Item
err = wire.Walk(request, func(field wire.Field) error {
switch field.Number {
case 4:
if field.Type != 0 && field.Type != 2 {
return errors.New("player: invalid potential node field")
}
for data := field.Value; len(data) != 0; {
id, count := binary.Uvarint(data)
if count <= 0 || id == 0 {
return errors.New("player: invalid potential node ID")
}
nodes = append(nodes, id)
data = data[count:]
}
case 5:
if field.Type != 2 {
return errors.New("player: invalid potential material field")
}
var item Item
if err := decodeVarints(field.Value, map[int]*uint64{1: &item.InvenIndex, 2: &item.ID, 3: &item.Type, 4: &item.Count, 5: &item.KeepFlag, 6: &item.TimeValue, 9: &item.SortID, 10: &item.UseCount}); err != nil {
return err
}
if item.Type == 0 || item.Count == 0 || (item.Type != 4 && (item.InvenIndex == 0 || item.ID == 0)) {
return errors.New("player: incomplete potential material")
}
materials = append(materials, item)
}
return nil
})
if err != nil {
return 0, nil, true, err
}
if len(nodes) == 0 || len(materials) == 0 {
return 0, nil, true, errors.New("player: CostumeNodeActivation has no nodes or materials")
}
character, found := s.characters.Find(characterIndex)
if !found {
return 0, nil, true, fmt.Errorf("player: unknown potential character %d", characterIndex)
}
costume, found := s.collection.CostumeByIndex(costumeIndex)
if !found || costume.UseChar != characterIndex {
return 0, nil, true, fmt.Errorf("player: potential costume %d is not owned by character %d", costumeIndex, characterIndex)
}
if err := s.collection.ValidateCostumePotentialActivation(costumeIndex, nodes); err != nil {
return 0, nil, true, err
}
costs, err := s.design.Validate(costume.ID, character.ID, 0, costume.PotentialIDs, nodes)
if err != nil {
return 0, nil, true, fmt.Errorf("player: validate costume potential GameData: %w", err)
}
want := make(map[[2]uint64]uint64)
for _, cost := range costs {
key := [2]uint64{cost.Type, cost.ID}
if cost.Count > ^uint64(0)-want[key] {
return 0, nil, true, errors.New("player: costume potential cost overflow")
}
want[key] += cost.Count
}
got := make(map[[2]uint64]uint64)
var items []Item
var gold uint64
for _, material := range materials {
key := [2]uint64{material.Type, material.ID}
if material.Type == 4 {
if material.InvenIndex != 0 || material.ID != 0 || gold != 0 {
return 0, nil, true, errors.New("player: invalid costume potential currency")
}
gold = material.Count
} else {
if material.Type != 8 {
return 0, nil, true, fmt.Errorf("player: unsupported costume potential material type %d", material.Type)
}
items = append(items, material)
}
if material.Count > ^uint64(0)-got[key] {
return 0, nil, true, errors.New("player: submitted costume potential material overflow")
}
got[key] += material.Count
}
if len(got) != len(want) {
return 0, nil, true, fmt.Errorf("player: costume potential material kinds mismatch: request=%v GameData=%v", got, want)
}
for key, count := range want {
if got[key] != count {
return 0, nil, true, fmt.Errorf("player: costume potential material %d/%d=%d want %d", key[0], key[1], got[key], count)
}
}
if len(items) != 0 {
if err := s.inventory.CanConsume(items); err != nil {
return 0, nil, true, fmt.Errorf("player: validate costume potential items: %w", err)
}
}
if gold != 0 && !s.wallet.CanSpendGold(gold) {
return 0, nil, true, errors.New("player: insufficient gold for costume potential")
}
sortedNodes := append([]uint64(nil), nodes...)
sort.Slice(sortedNodes, func(i, j int) bool { return sortedNodes[i] < sortedNodes[j] })
parts := make([]string, len(sortedNodes))
for i, id := range sortedNodes {
parts[i] = strconv.FormatUint(id, 10)
}
identity := "costume-potential:" + strconv.FormatUint(costumeIndex, 10) + ":" + strings.Join(parts, ",")
if gold != 0 {
if _, err := s.wallet.SpendGoldOnce(identity, gold); err != nil {
return 0, nil, true, fmt.Errorf("player: spend costume potential gold: %w", err)
}
}
if len(items) != 0 {
if err := s.inventory.Consume(items); err != nil {
return 0, nil, true, fmt.Errorf("player: consume costume potential items: %w", err)
}
}
if err := s.collection.ActivateCostumePotential(costumeIndex, nodes); err != nil {
return 0, nil, true, fmt.Errorf("player: persist costume potential: %w", err)
}
return 261, nil, true, nil
}