Files
bd2/go/internal/server/world/world.go
T

1048 lines
37 KiB
Go

// Package world implements the local map/quest state that is not part of a
// player's inventory. It deliberately stores semantic seed values, never a
// captured response payload.
package world
import (
"encoding/binary"
"encoding/json"
"errors"
"fmt"
"log/slog"
"os"
"sync"
"time"
"bd2server/internal/server/deck"
"bd2server/internal/server/gamedata"
"bd2server/internal/server/player"
"bd2server/internal/server/progress"
"bd2server/internal/server/stateio"
"bd2server/internal/server/todayquest"
"bd2server/internal/server/versionconfig"
"bd2server/internal/server/wire"
)
var ErrInvalidRequest = errors.New("world: invalid request")
type InitialReputation struct {
GroupID uint64 `json:"group_id"`
State uint64 `json:"state"`
ElapsedSeconds uint64 `json:"elapsed_seconds,omitempty"`
}
type InitialRankStatue struct {
ID uint64 `json:"id"`
Season uint64 `json:"season"`
Error bool `json:"error"`
}
type Seed struct {
SquareSceneID uint64 `json:"square_scene_id,omitempty"`
InitialReputations []InitialReputation `json:"initial_reputations,omitempty"`
InitialRankStatues []InitialRankStatue `json:"initial_rank_statues,omitempty"`
// Versioned story slot placeholder; confirmed current CostumeTable row, slot semantics await current capture.
PlaceholderCostumeID uint64 `json:"placeholder_costume_id,omitempty"`
Version string `json:"version"`
PackID int `json:"pack_id"`
StartQuestID int `json:"start_quest_id"`
BattleUnlockQuestID int `json:"battle_unlock_quest_id"`
RewardCharacter player.Character `json:"reward_character"`
RewardCostume player.Costume `json:"reward_costume"`
StoryCharacters []player.Character `json:"story_characters"`
}
// Load reads the small, versioned world seed. Quest IDs are then verified
// against the authoritative shared QuestTable<pack> GameData database.
func Load(seedPath, gameDataRoot, gameDataVersion string, storage stateio.Store, state *progress.Store, starter *player.Starter, equipment *player.EquipmentInventory, inventory *player.Inventory, wallet *player.Wallet) (*Service, error) {
if state == nil || starter == nil || equipment == nil || inventory == nil || wallet == nil {
return nil, errors.New("world: nil player state")
}
b, err := os.ReadFile(seedPath)
if err != nil {
return nil, fmt.Errorf("world: read seed: %w", err)
}
var seed Seed
if err := json.Unmarshal(b, &seed); err != nil {
return nil, fmt.Errorf("world: decode seed: %w", err)
}
if seed.Version != versionconfig.State() || seed.PackID <= 0 || seed.StartQuestID <= 0 || seed.BattleUnlockQuestID <= 0 || seed.RewardCharacter.ID == 0 || seed.RewardCostume.ID == 0 || len(seed.StoryCharacters) == 0 {
return nil, errors.New("world: invalid seed")
}
ownedCharacters := append([]player.Character(nil), starter.Characters...)
ownedCharacters = append(ownedCharacters, seed.RewardCharacter)
ownedCharacters = append(ownedCharacters, seed.StoryCharacters...)
characters, err := player.OpenCharacterStore(storage, ownedCharacters, inventory, gameDataRoot, gameDataVersion)
if err != nil {
return nil, fmt.Errorf("world: open character state: %w", err)
}
storyCatalog, err := gamedata.LoadStoryCatalog(gameDataRoot, gameDataVersion)
if err != nil {
return nil, err
}
packs := make(map[int]map[int]gamedata.QuestDesign)
transitions := make(map[int]gamedata.PackTransition)
for id, pack := range storyCatalog.Packs {
packs[id] = pack.Quests
transitions[id] = gamedata.PackTransition{PackID: id, NextPackID: pack.NextPackID}
}
questCostumes, err := gamedata.LoadQuestCostumes(gameDataRoot, gameDataVersion, packs, storyCatalog)
if err != nil {
return nil, err
}
quests := packs[seed.PackID]
fieldPacks, err := gamedata.LoadFieldPacks(gameDataRoot, gameDataVersion)
if err != nil {
return nil, err
}
packSummaryTargets, err := gamedata.LoadPackSummaryTargets(gameDataRoot, gameDataVersion)
if err != nil {
return nil, err
}
packJamDesign, err := gamedata.LoadPackJamDesign(gameDataRoot, gameDataVersion)
if err != nil {
return nil, err
}
if _, ok := quests[seed.StartQuestID]; !ok {
return nil, fmt.Errorf("world: start quest %d is absent from QuestTable%d", seed.StartQuestID, seed.PackID)
}
transition := transitions[seed.PackID]
activePack := seed.PackID
if id := state.ActivePackID(); id != 0 {
activePack = id
}
if saved, found := state.Position(); found && state.ActivePackID() == 0 {
_, storyKnown := packs[saved.PackID]
_, fieldKnown := fieldPacks[saved.PackID]
if storyKnown || fieldKnown {
activePack = saved.PackID
}
}
service := &Service{seed: seed, state: state, starter: starter, equipment: equipment, inventory: inventory, wallet: wallet, characters: characters, quests: quests, transition: transition, packs: packs, transitions: transitions, activePack: activePack, fieldPacks: fieldPacks}
service.questDifficulties, err = gamedata.LoadQuestDifficulties(gameDataRoot, gameDataVersion)
if err != nil {
return nil, err
}
service.packJamDesign = packJamDesign
service.packSummaryTargets = packSummaryTargets
service.storyCatalog = storyCatalog
if err := service.orderMainQuests(); err != nil {
return nil, err
}
service.questCostumes = questCostumes
var storyPackIDs []int
for id := range packs {
storyPackIDs = append(storyPackIDs, id)
}
service.storyRoster, err = gamedata.LoadStoryCharacterCatalog(gameDataRoot, gameDataVersion, storyPackIDs, seed.PlaceholderCostumeID)
if err != nil {
return nil, err
}
service.attachPackDetailDesign(gameDataRoot, gameDataVersion)
service.attachFieldMonsterDesign(gameDataRoot, gameDataVersion)
return service, nil
}
func (s *Service) CharacterService() *player.CharacterStore { return s.characters }
func (s *Service) EarnedQuestCostume() (player.Costume, bool) {
return s.seed.RewardCostume, s.state.QuestCleared(s.seed.BattleUnlockQuestID, s.seed.PackID)
}
// CurrentPackID returns the story pack selected by the latest successful
// PackInGameInfo request. BattleEnter does not carry a pack field, so battle
// sessions lock this value when they begin. On restart, Load seeds it from the
// persisted position and finally falls back to the versioned starter pack.
func (s *Service) CurrentPackID() (int, error) {
s.activePackMu.RLock()
packID := s.activePack
s.activePackMu.RUnlock()
if packID == 0 {
packID = s.seed.PackID
}
if _, known := s.questsFor(packID); !known || !s.packUnlocked(packID) {
return 0, fmt.Errorf("world: current pack %d is unavailable", packID)
}
return packID, nil
}
func (s *Service) setCurrentPack(packID int) {
s.activePackMu.Lock()
s.activePack = packID
s.activePackMu.Unlock()
}
type Service struct {
autoRecoveryPolicy *gamedata.PackRecoveryPolicy
todayQuests *todayquest.Service
huntingGround interface{ EnsureForPack(int) ([]byte, error) }
battleActive func() bool
questDifficulties map[int]map[int]bool
startingPackID int
storyRoster *gamedata.StoryCharacterCatalog
storyCatalog *gamedata.StoryCatalog
questCostumes player.CostumeDesignSource
packDetailDesign func(int) (gamedata.PackDetailDesign, error)
packSummaryTargets map[int]bool
packJamDesign *gamedata.PackJamDesign
packJamMu sync.Mutex
fieldPacks map[int]gamedata.FieldPack
eventFieldPacks EventFieldPackSource
fieldObjects map[int]gamedata.FieldObjectDesign
fieldObjectLoader func(int) (gamedata.FieldObjectDesign, error)
monsterLoader func(int) ([]gamedata.FieldMonsterDesign, error)
monsterStore stateio.Store
monsterNow func() time.Time
monsterSession string
monsterRewards func(int, uint64) ([]gamedata.BattleReward, error)
monsterMaps func(int) (map[int][]int, error)
monsterDamage func(int, uint64, string) ([][]byte, error)
fieldBuffs map[uint64]gamedata.FieldBuffDesign
talentPackInfo func(int) ([]byte, error)
overwhelmAuthorize func(string, uint64) error
overwhelmSky []gamedata.SkyWayOverwhelmRule
overwhelmQuest func(int, int) (gamedata.OverwhelmQuestRule, error)
overwhelmHunting interface {
ValidateBattle(int, uint64, uint64, uint64) error
CompleteBattle(int, uint64, uint64, uint64, string) ([]byte, [][]byte, error)
}
npcReputation *npcReputationRuntime
fieldReset gamedata.FieldResetSchedule
researchDesigns map[int]gamedata.FieldResearchDesign
researchLoader func(int) (gamedata.FieldResearchDesign, error)
researchCharacters map[uint64]bool
researchEconomy interface {
Apply(string, []gamedata.Reward, []gamedata.Reward) ([]byte, error)
}
squadLevel func() (uint64, error)
seed Seed
state *progress.Store
starter *player.Starter
equipment *player.EquipmentInventory
inventory *player.Inventory
wallet *player.Wallet
characters *player.CharacterStore
collection *player.CollectionStore
decks *deck.Store
quests map[int]gamedata.QuestDesign
transition gamedata.PackTransition
packs map[int]map[int]gamedata.QuestDesign
transitions map[int]gamedata.PackTransition
activePackMu sync.RWMutex
activePack int
prestigeSelections func() (map[uint64]uint64, error)
}
func (s *Service) AttachCollection(collection *player.CollectionStore) error {
if collection == nil {
return errors.New("world: nil collection store")
}
s.collection = collection
return s.characters.AttachCollection(collection)
}
// AttachPrestigeSelections projects the durable skin choice into CostumeInfo
// responses without changing the frozen collection/deck schemas.
func (s *Service) AttachPrestigeSelections(provider func() (map[uint64]uint64, error)) error {
if provider == nil {
return errors.New("world: nil prestige selection provider")
}
s.prestigeSelections = provider
return nil
}
func (s *Service) AttachDecks(decks *deck.Store) error {
if decks == nil {
return errors.New("world: nil deck store")
}
s.decks = decks
return nil
}
func (s *Service) Handle(path string, request []byte) (int, []byte, bool, error) {
if s.todayQuests != nil {
if code, body, handled, err := s.todayQuests.Handle(path, request); handled {
return code, body, handled, err
}
}
switch path {
case "/MonsterInfo":
return s.handleMonsterInfo(request)
case "/FieldMonsterRegen":
return s.handleFieldMonsterRegen(request)
case "/FieldMonsterEvent", "/FieldMonsterDamage":
return s.handleFieldMonsterEvent(path, request)
case "/FieldMonsterReward":
return s.handleFieldMonsterReward(request)
case "/Overwhelm":
return s.handleOverwhelm(request)
case "/QuestUpdate":
return s.handleQuestUpdate(request)
case "/FieldObjectInfo":
return s.handleFieldObjectInfo(request)
case "/FieldObjectReward":
return s.handleFieldObjectReward(request)
case "/FieldObjectResearch":
return s.handleFieldResearch(request)
case "/PackRewardObjectCount":
return s.handlePackRewardCounts(request)
case "/QuestInfo", "/QuestAccept", "/QuestGiveUp":
return s.handleQuestSelection(path, request)
case "/PackBuy":
return s.handlePackBuy(request)
case "/PackDetailInfo":
return s.handlePackDetail(request)
case "/PackSummaryInfoList":
return s.handlePackSummary(request)
case "/PackPreviewInfo", "/PackJamEvent":
return s.handlePackDocking(path, request)
case "/PackInfo":
seq, found, err := wire.Varint(request, 1)
if err != nil || !found || seq == 0 {
return 0, nil, true, errors.New("world: PackInfo missing sequence")
}
response := s.accountPackInfo()
rows, err := s.eventPackInfoRows()
if err != nil {
return 0, nil, true, err
}
for _, row := range rows {
response = wire.AppendBytes(response, 1, row)
}
return 4, response, true, nil
case "/CharInfo":
seq, found, err := wire.Varint(request, 1)
if err != nil || !found || seq == 0 {
return 0, nil, true, errors.New("world: CharInfo missing sequence")
}
var response []byte
characters := s.visibleOwnedCharacters(s.characters.All())
if s.tutorialRosterRestricted() {
// The tutorial roster still contains only starter identities, but
// their field HP must come from persisted state rather than falling
// through to Starter.Handle's immutable new-account HP.
characters = make([]player.Character, 0, len(s.starter.Characters))
for _, seeded := range s.starter.Characters {
character, exists := s.characters.Find(seeded.InvenIndex)
if !exists {
return 0, nil, true, fmt.Errorf("world: missing starter character %d", seeded.InvenIndex)
}
characters = append(characters, character)
}
}
if s.decks != nil {
seen := map[uint64]bool{}
for _, char := range characters {
seen[char.InvenIndex] = true
}
deckCharacters := s.decks.CurrentDeck()
for _, entry := range s.decks.CurrentFieldDeck() {
deckCharacters = append(deckCharacters, deck.DeckEntry{CharacterInvenIndex: entry.CharacterInvenIndex})
}
for _, entry := range deckCharacters {
if seen[entry.CharacterInvenIndex] {
continue
}
if char, ok := s.characters.Find(entry.CharacterInvenIndex); ok && player.IsStoryCharacter(char) {
characters = append(characters, char)
seen[char.InvenIndex] = true
}
}
}
slog.Info("team trace: deliver owned characters", "characters", characters)
for _, character := range characters {
response = wire.AppendBytes(response, 1, encodeCharacter(character))
}
control := s.starter.FieldCharControlDeckType
if s.decks != nil {
control = s.decks.FieldControlType()
}
response = wire.AppendVarint(response, 2, control)
return 9, response, true, nil
case "/CostumeInfo":
if s.tutorialRosterRestricted() {
return 0, nil, false, nil
}
var response []byte
costumes := s.starter.Costumes
if s.collection != nil {
costumes = s.collection.Costumes()
}
slog.Info("team trace: deliver owned costumes", "costumes", costumes, "quest26", s.seed.RewardCostume)
var selections map[uint64]uint64
if s.prestigeSelections != nil {
var err error
selections, err = s.prestigeSelections()
if err != nil {
return 0, nil, true, err
}
}
for _, costume := range costumes {
if design := selections[costume.ID]; design != 0 {
costume.DesignID = design
}
response = wire.AppendBytes(response, 1, encodeCostume(costume))
}
if s.collection == nil {
costume := s.seed.RewardCostume
if design := selections[costume.ID]; design != 0 {
costume.DesignID = design
}
response = wire.AppendBytes(response, 1, encodeCostume(costume))
}
return 40, response, true, nil
case "/PackInGameInfo":
if s.battleActive != nil && s.battleActive() {
return 0, nil, true, fmt.Errorf("%w: active battle", ErrInvalidRequest)
}
pack, err := requestPack(request)
if err != nil {
return 0, nil, true, err
}
if eventPack, found, err := s.resolveEventFieldPack(pack); err != nil {
return 0, nil, true, err
} else if found {
code, body, handled, e := s.enterEventFieldPack(eventPack)
if e == nil && s.talentPackInfo != nil {
extra, x := s.talentPackInfo(pack)
if x != nil {
return 0, nil, true, x
}
body = append(body, extra...)
}
return code, body, handled, e
}
if !s.packUnlocked(pack) {
return 0, nil, true, fmt.Errorf("%w: unsupported pack %d", ErrInvalidRequest, pack)
}
slog.Info("team trace: deliver pack progress", "pack", pack, "clearedQuests", s.state.ClearedQuests(pack), "storyCharacters", s.storyCharacters(pack))
if active := s.firstUnclearedQuestFor(pack); active != 0 {
if _, err := s.ensureQuestItems(pack, active); err != nil {
return 0, nil, true, err
}
}
response, err := s.packInfoFor(pack)
if err != nil {
return 0, nil, true, err
}
if s.talentPackInfo != nil {
extra, e := s.talentPackInfo(pack)
if e != nil {
return 0, nil, true, e
}
response = append(response, extra...)
}
if err := s.state.SetActivePackID(pack); err != nil {
return 0, nil, true, err
}
s.setCurrentPack(pack)
return 5, response, true, nil
case "/QuestClear":
quest, pack, err := requestQuest(request)
if err != nil {
return 0, nil, true, err
}
quests, unlocked := s.questsFor(pack)
design, exists := quests[quest]
if !unlocked || !s.packUnlocked(pack) || !exists {
return 0, nil, true, fmt.Errorf("%w: quest %d pack %d", ErrInvalidRequest, quest, pack)
}
if !s.canClear(pack, quest) {
return 0, nil, true, fmt.Errorf("%w: quest %d is not active", ErrInvalidRequest, quest)
}
wasCleared := s.state.QuestCleared(quest, pack, s.questDifficultyFor(pack, quest))
items, questEquipment, err := s.grantQuestRewards(pack, quest, design.Rewards[s.questDifficultyFor(pack, quest)])
if err != nil {
return 0, nil, true, err
}
if err := s.state.ClearQuest(quest, pack, s.questDifficultyFor(pack, quest)); err != nil {
return 0, nil, true, fmt.Errorf("world: clear quest: %w", err)
}
if s.collection != nil && quest == s.seed.BattleUnlockQuestID && pack == s.seed.PackID && s.questDifficulty(pack) == 0 && !wasCleared {
if err := s.collection.AttachRewardCostume(s.seed.RewardCostume); err != nil {
return 0, nil, true, fmt.Errorf("world: attach cleared quest costume: %w", err)
}
}
if selection, selected := s.state.Selection(pack); selected && design.Type == 0 && !wasCleared {
selection.QuestID = s.nextQuestFor(pack, quest)
if err := s.state.SelectQuest(pack, selection); err != nil {
return 0, nil, true, err
}
}
var nextItems []player.Item
var nextChars [][]byte
if design.Type == 0 {
if next := s.nextQuestFor(pack, quest); next != 0 {
var err error
nextChars, _, err = s.resolveActivePartyWires(pack, next)
if err != nil {
return 0, nil, true, err
}
nextItems, err = s.ensureQuestItems(pack, next)
if err != nil {
return 0, nil, true, err
}
}
}
slog.Info("team trace: quest cleared", "pack", pack, "quest", quest, "changesBattleDeck", pack == s.seed.PackID && quest == s.seed.BattleUnlockQuestID)
return 18, s.clearResponse(pack, quest, design.Rewards[s.questDifficultyFor(pack, quest)], items, questEquipment, nextItems, nextChars), true, nil
default:
return 0, nil, false, nil
}
}
func requestPack(request []byte) (int, error) {
seq, found, err := wire.Varint(request, 1)
if err != nil || !found || seq == 0 {
return 0, ErrInvalidRequest
}
pack, found, err := wire.Varint(request, 2)
if err != nil || !found || pack == 0 || pack > uint64(^uint32(0)>>1) {
return 0, ErrInvalidRequest
}
return int(pack), nil
}
func requestQuest(request []byte) (int, int, error) {
quest, err := requestPack(request) // fields 1 and 2 have the same validation.
if err != nil {
return 0, 0, err
}
pack, found, err := wire.Varint(request, 3)
if err != nil || !found || pack == 0 || pack > uint64(^uint32(0)>>1) {
return 0, 0, ErrInvalidRequest
}
return quest, int(pack), nil
}
func (s *Service) questsFor(packID int) (map[int]gamedata.QuestDesign, bool) {
if _, found, err := s.resolveEventFieldPack(packID); err == nil && found {
return map[int]gamedata.QuestDesign{}, true
}
if _, exists := s.fieldPacks[packID]; exists {
return map[int]gamedata.QuestDesign{}, true
}
if s.storyCatalog != nil {
pack, found := s.storyCatalog.Packs[packID]
return pack.Quests, found
}
return nil, false
}
// packUnlocked uses installed ContentOpen rules and real account tickets.
func (s *Service) packUnlocked(packID int) bool {
if pack, found, err := s.resolveEventFieldPack(packID); err != nil {
return false
} else if found {
return s.eventPackPurchased(pack.ID)
}
if pack, exists := s.fieldPacks[packID]; exists {
return s.fieldPackUnlocked(pack)
}
return s.storyCatalog != nil && s.storyPackUnlocked(packID)
}
func (s *Service) storyCharacters(packID int) []player.Character {
if packID != s.seed.PackID {
return nil
}
return s.seed.StoryCharacters
}
func (s *Service) canClear(packID, quest int) bool {
if s.state.QuestCleared(quest, packID, s.questDifficultyFor(packID, quest)) {
return true
}
quests, found := s.questsFor(packID)
if !found || s.storyCatalog == nil {
return false
}
design, found := quests[quest]
if !found {
return false
}
if design.PriorQuestID != 0 && !s.state.QuestCleared(design.PriorQuestID, packID, s.questDifficultyFor(packID, quest)) {
return false
}
if design.Type == 0 {
return quest == s.firstUnclearedQuestFor(packID)
}
_, active := s.state.QuestInPack(quest, packID, s.questDifficultyFor(packID, quest))
return active
}
func (s *Service) grantQuestRewards(packID, quest int, designRewards []gamedata.Reward) ([]player.Item, *player.Equipment, error) {
identity := questRewardIdentity(packID, quest, s.questDifficultyFor(packID, quest))
if s.wallet != nil {
if _, err := s.wallet.GrantQuestOnce(identity, designRewards); err != nil {
return nil, nil, fmt.Errorf("world: grant quest currency: %w", err)
}
}
var itemRewards []gamedata.BattleReward
var equipmentReward *gamedata.Reward
for i := range designRewards {
reward := designRewards[i]
switch reward.Type {
case 2, 3, 4, 12, 20:
if reward.Count == 0 {
return nil, nil, errors.New("world: zero currency reward")
}
case 10:
if reward.ID == 0 || equipmentReward != nil {
return nil, nil, errors.New("world: invalid equipment reward")
}
equipmentReward = &reward
case 11:
// Quest 26's character/costume instances come from the versioned
// story seed and are encoded below; they are not stackable items.
if packID == s.seed.PackID && quest == s.seed.BattleUnlockQuestID && s.questDifficultyFor(packID, quest) == 0 && reward.ID == s.seed.RewardCostume.ID {
continue
}
if s.collection == nil || s.questCostumes == nil {
return nil, nil, fmt.Errorf("world: costume reward service unavailable")
}
if _, ok := s.questCostumes.Character(reward.ID); !ok {
return nil, nil, fmt.Errorf("world: missing quest costume %d", reward.ID)
}
default:
if reward.ID == 0 || reward.Count == 0 {
return nil, nil, fmt.Errorf("world: invalid item reward type=%d id=%d count=%d", reward.Type, reward.ID, reward.Count)
}
itemRewards = append(itemRewards, gamedata.BattleReward{Type: reward.Type, ID: reward.ID, Count: reward.Count})
}
}
var costumeIDs []uint64
for _, reward := range designRewards {
if reward.Type == 11 && !(packID == s.seed.PackID && quest == s.seed.BattleUnlockQuestID && s.questDifficultyFor(packID, quest) == 0 && reward.ID == s.seed.RewardCostume.ID) {
costumeIDs = append(costumeIDs, reward.ID)
}
}
if len(costumeIDs) != 0 {
grant, err := s.collection.GrantCostumes(identity+":costumes", costumeIDs, s.questCostumes)
if err != nil {
return nil, nil, fmt.Errorf("world: grant quest costume: %w", err)
}
var exchanges []gamedata.Reward
for _, exchange := range grant.Exchanges {
if exchange.ExchangeItemType != 20 {
return nil, nil, fmt.Errorf("world: unsupported quest costume exchange type %d", exchange.ExchangeItemType)
}
exchanges = append(exchanges, gamedata.Reward{Type: exchange.ExchangeItemType, ID: exchange.ExchangeItemID, Count: exchange.ExchangeCount})
}
if len(exchanges) > 0 {
if s.wallet == nil {
return nil, nil, fmt.Errorf("world: quest exchange wallet unavailable")
}
if _, err := s.wallet.GrantQuestOnce(identity+":costumes:exchange", exchanges); err != nil {
return nil, nil, err
}
}
}
if s.questDifficultyFor(packID, quest) == 0 {
quests, known := s.questsFor(packID)
if !known {
return nil, nil, fmt.Errorf("world: unknown collection reward pack%d", packID)
}
for _, reward := range quests[quest].CollectionRewards {
itemRewards = append(itemRewards, gamedata.BattleReward{Type: reward.Type, ID: reward.ID, Count: reward.Count})
}
}
var items []player.Item
if len(itemRewards) != 0 {
if s.inventory == nil {
return nil, nil, errors.New("world: inventory unavailable")
}
var err error
items, err = s.inventory.GrantOnce(identity+":items", itemRewards)
if err != nil {
return nil, nil, fmt.Errorf("world: grant quest items: %w", err)
}
if len(items) == 0 {
items = s.inventory.GrantedItems(identity + ":items")
}
}
var equipment *player.Equipment
if equipmentReward != nil {
if s.equipment == nil {
return nil, nil, errors.New("world: equipment inventory unavailable")
}
entry, err := s.equipment.GrantOnce(fmt.Sprintf("%s:equip%d", identity, equipmentReward.ID), equipmentReward.ID)
if err != nil {
return nil, nil, fmt.Errorf("world: grant quest equipment: %w", err)
}
equipment = &entry
}
return items, equipment, nil
}
// packInfo is the canonical protobuf encoding of the semantic new-account
// starter-pack state. Its response is generated from the authoritative local progress state.
func (s *Service) packInfo() ([]byte, error) {
return s.packInfoFor(s.seed.PackID)
}
func (s *Service) packInfoFor(packID int) ([]byte, error) {
out, err := s.basePackInfoFor(packID)
if err != nil || s.huntingGround == nil {
return out, err
}
ground, err := s.huntingGround.EnsureForPack(packID)
if err != nil {
return nil, err
}
if len(ground) == 0 {
return out, nil
}
out, _, err = wire.ReplaceBytes(out, 12, ground)
return out, err
}
func (s *Service) basePackInfoFor(packID int) ([]byte, error) {
var out []byte
if active := s.firstUnclearedQuestFor(packID); active != 0 {
quest := s.questInfoWire(packID, active)
chars, _, err := s.resolveActivePartyWires(packID, active)
if err != nil {
return nil, err
}
for _, char := range chars {
out = wire.AppendBytes(out, 1, char)
}
out = wire.AppendBytes(out, 2, quest)
}
for _, quest := range s.activeSideQuestWires(packID) {
out = wire.AppendBytes(out, 2, quest)
}
cleared := s.state.ClearedQuests(packID, s.questDifficulty(packID))
// Entering a pack replaces the client's entire task and completion lists.
// Include commissions here as well as in QuestInfo so cross-pack travel and
// login restore the same active chain and already completed nodes.
if s.todayQuests != nil {
quests, ids, err := s.todayQuests.Info(packID)
if err != nil {
return nil, err
}
for _, quest := range quests {
out = wire.AppendBytes(out, 2, quest)
}
cleared = append(cleared, ids...)
}
if len(cleared) != 0 {
var packed []byte
for _, id := range cleared {
packed = binary.AppendUvarint(packed, uint64(id))
}
out = wire.AppendBytes(out, 3, packed)
}
position := "{}"
mapID := 0
restored := false
if saved, found := s.state.Position(); found && saved.PackID == packID && saved.Difficulty == s.questDifficulty(packID) && saved.RawJSON != "" {
if pack, arena := s.fieldPacks[packID]; arena && !pack.MapIDs[saved.Position.MapID] {
return nil, fmt.Errorf("world: saved map %d does not belong to arena pack %d", saved.Position.MapID, packID)
}
position = saved.RawJSON
mapID = saved.Position.MapID
restored = true
}
slog.Info("world: deliver field position", "pack", packID, "map", mapID, "restored", restored)
out = wire.AppendString(out, 4, position)
if s.npcReputation != nil {
rows, err := s.npcReputationRows(packID)
if err != nil {
return nil, err
}
for _, row := range rows {
out = wire.AppendBytes(out, 9, row)
}
}
// The remaining starter-only records were observed in the official
// starter-pack response. They represent reputation, hunting-ground, statue,
// and reward state, not generic defaults, so a newly entered later pack must
// not inherit them.
if packID != s.seed.PackID {
visit := wire.AppendVarint(nil, 5, uint64(packID))
return wire.AppendBytes(out, 12, visit), nil
}
for _, state := range s.seed.InitialReputations {
if s.npcReputation != nil {
break
}
row := wire.AppendVarint(nil, 1, state.GroupID)
row = wire.AppendVarint(row, 2, state.State)
if state.ElapsedSeconds != 0 {
row = wire.AppendVarint(row, 3, state.ElapsedSeconds)
}
out = wire.AppendBytes(out, 9, row)
}
visit := wire.AppendVarint(nil, 5, uint64(packID))
out = wire.AppendBytes(out, 12, visit)
for _, state := range s.seed.InitialRankStatues {
row := wire.AppendVarint(nil, 1, state.ID)
row = wire.AppendVarint(row, 2, state.Season)
if state.Error {
row = wire.AppendVarint(row, 3, 1)
}
out = wire.AppendBytes(out, 14, row)
}
if s.packJamDesign == nil {
return out, nil
}
if err := s.packJamDesign.ValidateReward(); err != nil {
return nil, err
}
reward := wire.AppendVarint(nil, 3, s.packJamDesign.Reward.Type)
reward = wire.AppendVarint(reward, 4, s.packJamDesign.Reward.Count)
group := wire.AppendBytes(nil, 1, reward)
group = wire.AppendBytes(group, 6, reward)
return wire.AppendBytes(out, 16, group), nil
}
func (s *Service) firstUnclearedQuest() int {
return s.firstUnclearedQuestFor(s.seed.PackID)
}
func (s *Service) firstUnclearedQuestFor(packID int) int {
if s.storyCatalog == nil {
return 0
}
for _, id := range s.storyCatalog.Packs[packID].MainQuestIDs {
if !s.state.QuestCleared(id, packID, s.questDifficulty(packID)) {
return id
}
}
return 0
}
func (s *Service) clearResponse(packID, quest int, designRewards []gamedata.Reward, items []player.Item, questEquipment *player.Equipment, nextItems []player.Item, nextChars [][]byte) []byte {
var rewards []byte
if s.collection != nil {
if grant, found := s.collection.Grant(questRewardIdentity(packID, quest, s.questDifficultyFor(packID, quest)) + ":costumes"); found {
rewards = append(rewards, player.CollectionRewardBundle(s.collection, grant)...)
}
}
for _, reward := range designRewards {
if reward.Type != 2 && reward.Type != 3 && reward.Type != 4 && reward.Type != 12 && reward.Type != 20 {
continue
}
currency := wire.AppendVarint(nil, 3, reward.Type)
currency = wire.AppendVarint(currency, 4, reward.Count)
rewards = wire.AppendBytes(rewards, 1, currency)
}
for _, item := range items {
entry := player.ItemWire(item)
if item.Type == 17 {
pictorial := wire.AppendVarint(nil, 1, 5)
pictorial = wire.AppendVarint(pictorial, 2, item.ID)
entry = wire.AppendBytes(entry, 7, pictorial)
}
rewards = wire.AppendBytes(rewards, 1, entry)
view := wire.AppendVarint(nil, 2, item.ID)
view = wire.AppendVarint(view, 3, item.Type)
view = wire.AppendVarint(view, 4, item.Count)
rewards = wire.AppendBytes(rewards, 6, view)
}
if questEquipment != nil {
// RewardDBInfoBundle field 4 is EquipDBInfo. Equipment is an instance,
// not an ItemDBInfo with a fabricated stack count.
rewards = wire.AppendBytes(rewards, 4, player.EquipmentWire(*questEquipment))
}
if packID == s.seed.PackID && quest == s.seed.BattleUnlockQuestID && s.questDifficultyFor(packID, quest) == 0 {
rewardCharacter := encodeCharacter(s.seed.RewardCharacter)
rewards = wire.AppendBytes(rewards, 2, rewardCharacter)
costume := encodeCostume(s.seed.RewardCostume)
rewards = wire.AppendBytes(rewards, 3, costume)
for _, character := range s.seed.StoryCharacters {
view := wire.AppendVarint(nil, 2, character.ID)
view = wire.AppendVarint(view, 3, 6)
rewards = wire.AppendBytes(rewards, 6, view)
}
viewCostume := wire.AppendVarint(nil, 2, s.seed.RewardCostume.ID)
viewCostume = wire.AppendVarint(viewCostume, 3, 11)
rewards = wire.AppendBytes(rewards, 6, viewCostume)
viewCharacter := wire.AppendVarint(nil, 2, s.seed.RewardCharacter.ID)
viewCharacter = wire.AppendVarint(viewCharacter, 3, 6)
viewCharacter = wire.AppendVarint(viewCharacter, 4, 1)
rewards = wire.AppendBytes(rewards, 6, viewCharacter)
}
var out []byte
out = wire.AppendBytes(out, 1, rewards)
next := s.nextQuestFor(packID, quest)
if s.storyCatalog.Packs[packID].Quests[quest].Type != 0 {
next = 0
}
if next != 0 {
out = wire.AppendBytes(out, 2, s.questInfoWire(packID, next))
} else {
// QuestClearResponse.QuestInfo is dereferenced by the client
// even when this is the final quest of a pack. An explicitly present,
// empty QuestDBInfo gives that generated protobuf property a non-null
// object whose Id is the client-recognized zero sentinel. Omitting the
// field parses as null and makes the completion coroutine throw before
// it can mark the pack complete. A final-pack official capture has not
// yet been obtained, so this exact wire choice remains marked for parity
// verification even though its client behavior is deterministic.
out = wire.AppendBytes(out, 2, nil)
}
out = wire.AppendVarint(out, 3, uint64(quest))
for _, item := range nextItems {
out = wire.AppendBytes(out, 6, player.ItemWire(item))
}
if s.storyCatalog.Packs[packID].Quests[quest].Type == 0 && next == 0 && s.packCompleteFor(packID) {
// The final normal quest unlocks PackTable.NextPackId. Without these
// PackDBInfo updates the client cannot find the next story pack and
// falls back to presenting the hard-difficulty objective.
for _, info := range s.packDBInfoRows() {
out = wire.AppendBytes(out, 11, info)
}
}
if packID == s.seed.PackID && quest == s.seed.BattleUnlockQuestID && s.questDifficultyFor(packID, quest) == 0 {
deckIDs := []uint64{s.seed.RewardCharacter.InvenIndex}
for _, character := range s.seed.StoryCharacters {
deckIDs = append(deckIDs, character.InvenIndex)
}
for _, character := range s.starter.Characters {
deckIDs = append(deckIDs, character.InvenIndex)
}
for index, characterID := range deckIDs {
deck := wire.AppendVarint(nil, 1, characterID)
deck = wire.AppendVarint(deck, 2, ^uint64(0))
deck = wire.AppendVarint(deck, 3, uint64(index+1))
out = wire.AppendBytes(out, 4, deck)
}
for _, character := range s.seed.StoryCharacters {
out = wire.AppendBytes(out, 5, encodeCharacter(character))
}
} else if s.decks != nil {
// QuestClear echoes the authoritative current
// DeckInfo. Omitting it after quest 29 makes the client rebuild a party
// from ordinary owned characters and overwrite the story formation.
for _, current := range s.decks.CurrentDeck() {
entry := wire.AppendVarint(nil, 1, current.CharacterInvenIndex)
if current.CostumeInvenIndex != 0 {
entry = wire.AppendVarint(entry, 2, current.CostumeInvenIndex)
}
entry = wire.AppendVarint(entry, 3, current.Slot)
out = wire.AppendBytes(out, 4, entry)
}
}
for _, char := range nextChars {
out = wire.AppendBytes(out, 5, char)
}
out = wire.AppendBytes(out, 9, s.questLevelInfoWire(packID, s.questDifficultyFor(packID, quest)))
out = wire.AppendBytes(out, 12, nil)
return wire.AppendBytes(out, 13, nil)
}
func (s *Service) packComplete() bool {
return s.packCompleteFor(s.seed.PackID)
}
func (s *Service) packCompleteFor(packID int) bool {
if s.storyCatalog == nil {
return false
}
ids := s.storyCatalog.Packs[packID].MainQuestIDs
if len(ids) == 0 {
return false
}
for _, id := range ids {
if !s.state.QuestCleared(id, packID, s.questDifficulty(packID)) {
return false
}
}
return true
}
func (s *Service) packDBInfoRows() [][]byte {
if s.storyCatalog == nil {
return nil
}
return s.storyPackDBInfoRows()
}
func (s *Service) accountPackInfo() []byte {
var out []byte
for _, info := range s.packDBInfoRows() {
out = wire.AppendBytes(out, 1, info)
}
for _, info := range s.packDBInfoRows() {
id, _, _ := wire.Varint(info, 1)
for level := 0; level <= 4; level++ {
if len(s.state.ClearedQuests(int(id), level)) > 0 || s.questDifficulty(int(id)) == level {
out = wire.AppendBytes(out, 2, s.questLevelInfoWire(int(id), level))
}
}
}
if s.seed.SquareSceneID != 0 {
out = wire.AppendVarint(out, 5, s.seed.SquareSceneID)
}
return out
}
// PictorialCharacters hides quest-26 rewards until they are earned, even
// though their instances already exist in the versioned world seed.
func (s *Service) PictorialCharacters() []player.Character {
if !s.tutorialRosterRestricted() && s.characters != nil {
var permanent []player.Character
for _, c := range s.visibleOwnedCharacters(s.characters.RawAll()) {
if !player.IsCharmCharacter(c) {
permanent = append(permanent, c)
}
}
return permanent
}
return append([]player.Character(nil), s.starter.Characters...)
}
func (s *Service) PictorialCostumes() []player.Costume {
result := append([]player.Costume(nil), s.starter.Costumes...)
if s.collection != nil {
result = s.collection.Costumes()
}
if s.collection == nil && !s.tutorialRosterRestricted() && s.startingPack() == s.seed.PackID {
result = append(result, s.seed.RewardCostume)
}
return result
}
func (s *Service) PictorialItems() []player.Item {
var result []player.Item
if s.inventory != nil {
result = s.inventory.All()
} else {
result = append(result, s.starter.Items...)
}
return result
}
func (s *Service) PictorialEquipment() []player.Equipment {
if s.equipment == nil {
return nil
}
return s.equipment.All()
}
func (s *Service) PictorialDiscovered() []player.Pictorial {
return append([]player.Pictorial(nil), s.starter.Pictorialbook...)
}
func encodeCostume(c player.Costume) []byte {
return player.CostumeWire(c)
}
func (s *Service) nextQuest(current int) int {
return s.nextQuestFor(s.seed.PackID, current)
}
func (s *Service) nextQuestFor(packID, current int) int {
quests, found := s.questsFor(packID)
if !found {
return 0
}
return quests[current].NextQuestID
}
func encodeCharacter(c player.Character) []byte {
return player.CharacterWire(c)
}