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

732 lines
25 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"
"sort"
"sync"
"bd2server/internal/server/deck"
"bd2server/internal/server/gamedata"
"bd2server/internal/server/player"
"bd2server/internal/server/progress"
"bd2server/internal/server/stateio"
"bd2server/internal/server/versionconfig"
"bd2server/internal/server/wire"
)
var ErrInvalidRequest = errors.New("world: invalid request")
type Seed struct {
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)
}
packs, transitions, err := gamedata.LoadQuestPackChain(gameDataRoot, gameDataVersion, seed.PackID)
if err != nil {
return nil, err
}
quests := packs[seed.PackID]
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 saved, found := state.Position(); found {
if _, known := packs[saved.PackID]; known {
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}
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 {
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
}
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)
}
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) {
switch path {
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")
}
return 4, s.accountPackInfo(), true, nil
case "/CharInfo":
if !s.state.QuestCleared(s.seed.BattleUnlockQuestID, s.seed.PackID) {
return 0, nil, false, nil
}
var response []byte
characters := s.characters.All()
slog.Info("team trace: deliver owned characters", "characters", characters)
for _, character := range characters {
response = wire.AppendBytes(response, 1, encodeCharacter(character))
}
response = wire.AppendVarint(response, 2, s.starter.FieldCharControlDeckType)
return 9, response, true, nil
case "/CostumeInfo":
if !s.state.QuestCleared(s.seed.BattleUnlockQuestID, s.seed.PackID) {
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)
for _, costume := range costumes {
response = wire.AppendBytes(response, 1, encodeCostume(costume))
}
if s.collection == nil {
response = wire.AppendBytes(response, 1, encodeCostume(s.seed.RewardCostume))
}
return 40, response, true, nil
case "/PackInGameInfo":
pack, err := requestPack(request)
if err != nil {
return 0, nil, true, err
}
if !s.packUnlocked(pack) {
return 0, nil, true, fmt.Errorf("%w: unsupported pack %d", ErrInvalidRequest, pack)
}
s.setCurrentPack(pack)
slog.Info("team trace: deliver pack progress", "pack", pack, "clearedQuests", s.state.ClearedQuests(pack), "storyCharacters", s.storyCharacters(pack))
response, err := s.packInfoFor(pack)
if err != nil {
return 0, nil, true, err
}
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)
}
items, questEquipment, err := s.grantQuestRewards(pack, quest, design.Rewards[0])
if err != nil {
return 0, nil, true, err
}
if err := s.state.ClearQuest(quest, pack); 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 {
if err := s.collection.AttachRewardCostume(s.seed.RewardCostume); err != nil {
return 0, nil, true, fmt.Errorf("world: attach cleared quest costume: %w", 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[0], items, questEquipment), 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 s.packs != nil {
quests, found := s.packs[packID]
return quests, found
}
if packID == s.seed.PackID && s.quests != nil {
return s.quests, true
}
return nil, false
}
func (s *Service) transitionFor(packID int) gamedata.PackTransition {
if s.transitions != nil {
return s.transitions[packID]
}
if packID == s.seed.PackID {
return s.transition
}
return gamedata.PackTransition{PackID: packID}
}
// packUnlocked follows the static story chain and requires every preceding
// pack to be complete. This accepts the configured next story pack only after
// its predecessor is complete, without exposing arbitrary GameData tables.
func (s *Service) packUnlocked(packID int) bool {
current := s.seed.PackID
for steps := 0; steps < 64 && current != 0; steps++ {
if current == packID {
_, found := s.questsFor(current)
return found
}
if !s.packCompleteFor(current) {
return false
}
current = s.transitionFor(current).NextPackID
}
return false
}
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) {
return true
}
quests, found := s.questsFor(packID)
if !found {
return false
}
startQuestID := 0
for id := range quests {
if startQuestID == 0 || id < startQuestID {
startQuestID = id
}
}
if packID == s.seed.PackID {
startQuestID = s.seed.StartQuestID
}
if quest == startQuestID {
return true
}
for id := range quests {
if id < quest && !s.state.QuestCleared(id, packID) {
return false
}
}
return true
}
func (s *Service) grantQuestRewards(packID, quest int, designRewards []gamedata.Reward) ([]player.Item, *player.Equipment, error) {
identity := fmt.Sprintf("pack%d:quest%d", 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 3, 4:
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 || reward.ID != s.seed.RewardCostume.ID {
return nil, nil, fmt.Errorf("world: unsupported costume reward %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})
}
}
if packID == s.seed.PackID {
for _, reward := range questPictorialItems[quest] {
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 first-call bytes match the 2.34.13 observed response.
func (s *Service) packInfo() ([]byte, error) {
return s.packInfoFor(s.seed.PackID)
}
func (s *Service) packInfoFor(packID int) ([]byte, error) {
var out []byte
if packID == s.seed.PackID && s.state.QuestCleared(s.seed.BattleUnlockQuestID, s.seed.PackID) {
for _, expected := range s.seed.StoryCharacters {
character, found := s.characters.Find(expected.InvenIndex)
if !found {
return nil, fmt.Errorf("world: persisted character %d is missing", expected.InvenIndex)
}
out = wire.AppendBytes(out, 1, encodeCharacter(character))
}
character, found := s.characters.Find(s.seed.RewardCharacter.InvenIndex)
if !found {
return nil, fmt.Errorf("world: persisted reward character %d is missing", s.seed.RewardCharacter.InvenIndex)
}
out = wire.AppendBytes(out, 1, encodeCharacter(character))
}
if active := s.firstUnclearedQuestFor(packID); active != 0 {
quest := wire.AppendVarint(nil, 1, uint64(active))
quest = wire.AppendVarint(quest, 6, uint64(packID))
out = wire.AppendBytes(out, 2, quest)
}
cleared := s.state.ClearedQuests(packID)
if len(cleared) != 0 {
var packed []byte
for _, id := range cleared {
packed = binary.AppendUvarint(packed, uint64(id))
}
out = wire.AppendBytes(out, 3, packed)
}
position := "{}"
if saved, found := s.state.Position(); found && saved.PackID == packID && saved.RawJSON != "" {
position = saved.RawJSON
}
out = wire.AppendString(out, 4, position)
// 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
}
open := wire.AppendVarint(nil, 1, 1)
open = wire.AppendVarint(open, 2, 1)
out = wire.AppendBytes(out, 9, open)
visit := wire.AppendVarint(nil, 5, uint64(packID))
out = wire.AppendBytes(out, 12, visit)
stat := wire.AppendVarint(nil, 1, 3)
stat = wire.AppendVarint(stat, 2, 77)
stat = wire.AppendVarint(stat, 3, 1)
out = wire.AppendBytes(out, 14, stat)
reward := wire.AppendVarint(nil, 3, 3)
reward = wire.AppendVarint(reward, 4, 150)
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 {
quests, found := s.questsFor(packID)
if !found {
return 0
}
ids := make([]int, 0, len(quests))
for id := range quests {
ids = append(ids, id)
}
sort.Ints(ids)
for _, id := range ids {
if !s.state.QuestCleared(id, packID) {
return id
}
}
return 0
}
func (s *Service) clearResponse(packID, quest int, designRewards []gamedata.Reward, items []player.Item, questEquipment *player.Equipment) []byte {
var rewards []byte
for _, reward := range designRewards {
if reward.Type != 3 && reward.Type != 4 {
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 {
rewardCharacter := encodeCharacter(s.seed.RewardCharacter)
// Pictorial state: acquired level 1, progress 60.
rewardCharacter = wire.AppendBytes(rewardCharacter, 12, wire.AppendVarint(wire.AppendVarint(nil, 1, 1), 2, 60))
rewards = wire.AppendBytes(rewards, 2, rewardCharacter)
costume := encodeCostume(s.seed.RewardCostume)
// Pictorial state observed for the starter costume.
costume = wire.AppendBytes(costume, 5, wire.AppendVarint(wire.AppendVarint(nil, 1, 7), 2, 116))
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 next != 0 {
out = wire.AppendBytes(out, 2, wire.AppendVarint(nil, 1, uint64(next)))
} else {
// QuestClearResponse.QuestInfo is dereferenced by the 2.34.13 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))
if 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 {
deckIDs := []uint64{s.seed.RewardCharacter.InvenIndex, s.seed.StoryCharacters[0].InvenIndex, s.seed.StoryCharacters[1].InvenIndex, s.seed.StoryCharacters[2].InvenIndex, s.starter.Characters[0].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 {
// Official 2.34.13 QuestClear always 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)
}
}
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 {
quests, found := s.questsFor(packID)
if !found || len(quests) == 0 {
return false
}
for id := range quests {
if !s.state.QuestCleared(id, packID) {
return false
}
}
return true
}
func (s *Service) packDBInfoRows() [][]byte {
var rows [][]byte
packID := s.seed.PackID
for steps := 0; steps < 64 && packID != 0; steps++ {
cleared := s.state.ClearedQuests(packID)
current := wire.AppendVarint(nil, 1, uint64(packID))
if len(cleared) != 0 {
current = wire.AppendVarint(current, 2, uint64(len(cleared)))
}
complete := s.packCompleteFor(packID)
if complete {
current = wire.AppendVarint(current, 3, 1)
}
// The seed pack was purchased by the account bootstrap. A later pack is
// considered entered once it has its own progress or saved position;
// the newly unlocked, untouched row intentionally remains unpurchased.
purchased := packID == s.seed.PackID || len(cleared) != 0
if saved, found := s.state.Position(); found && saved.PackID == packID {
purchased = true
}
if purchased {
current = wire.AppendVarint(current, 8, 1)
}
rows = append(rows, current)
if !complete {
break
}
nextPackID := s.transitionFor(packID).NextPackID
if nextPackID == 0 {
break
}
if _, found := s.questsFor(nextPackID); !found {
// Unit-sized services and partial deployments may know the real
// transition before the next QuestTable is attached. Preserve the
// protocol's unlocked row, but packUnlocked still refuses entry until
// that table is actually available.
rows = append(rows, wire.AppendVarint(nil, 1, uint64(nextPackID)))
break
}
packID = nextPackID
}
return rows
}
func (s *Service) accountPackInfo() []byte {
var out []byte
for _, info := range s.packDBInfoRows() {
out = wire.AppendBytes(out, 1, info)
}
if s.packComplete() {
level := wire.AppendVarint(nil, 1, uint64(s.seed.PackID))
level = wire.AppendVarint(level, 3, uint64(len(s.state.ClearedQuests(s.seed.PackID))))
level = wire.AppendVarint(level, 5, 1)
out = wire.AppendBytes(out, 2, level)
}
return wire.AppendVarint(out, 5, 3)
}
var questPictorialItems = map[int][]gamedata.Reward{
3: {{ID: 2101, Type: 17, Count: 1}},
10: {{ID: 2102, Type: 17, Count: 1}},
28: {{ID: 2103, Type: 17, Count: 1}},
}
// 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.state.QuestCleared(s.seed.BattleUnlockQuestID, s.seed.PackID) && s.characters != nil {
return s.characters.RawAll()
}
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.state.QuestCleared(s.seed.BattleUnlockQuestID, 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
}
ids := make([]int, 0, len(quests))
for id := range quests {
if id > current {
ids = append(ids, id)
}
}
sort.Ints(ids)
if len(ids) == 0 {
return 0
}
return ids[0]
}
func encodeCharacter(c player.Character) []byte {
return player.CharacterWire(c)
}