mirror of
https://github.com/Mezeporta/Erupe.git
synced 2026-03-26 09:33:02 +01:00
refactor(gacha): extract gacha logic into GachaService
Move payment processing, reward selection, stepup state management, and box gacha tracking from handlers into a dedicated service layer. Handlers now delegate to GachaService methods and only handle protocol serialization.
This commit is contained in:
325
server/channelserver/svc_gacha.go
Normal file
325
server/channelserver/svc_gacha.go
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@@ -0,0 +1,325 @@
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package channelserver
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import (
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"database/sql"
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"errors"
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"math/rand"
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"time"
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"erupe-ce/common/byteframe"
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"go.uber.org/zap"
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)
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// GachaService encapsulates business logic for the gacha lottery system.
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type GachaService struct {
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gachaRepo GachaRepo
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userRepo UserRepo
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charRepo CharacterRepo
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logger *zap.Logger
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maxNetcafePoints int
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}
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// NewGachaService creates a new GachaService.
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func NewGachaService(gr GachaRepo, ur UserRepo, cr CharacterRepo, log *zap.Logger, maxNP int) *GachaService {
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return &GachaService{
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gachaRepo: gr,
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userRepo: ur,
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charRepo: cr,
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logger: log,
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maxNetcafePoints: maxNP,
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}
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}
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// GachaReward represents a single gacha reward item with rarity.
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type GachaReward struct {
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ItemType uint8
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ItemID uint16
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Quantity uint16
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Rarity uint8
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}
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// GachaPlayResult holds the outcome of a normal or box gacha play.
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type GachaPlayResult struct {
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Rewards []GachaReward
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}
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// StepupPlayResult holds the outcome of a stepup gacha play.
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type StepupPlayResult struct {
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RandomRewards []GachaReward
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GuaranteedRewards []GachaReward
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}
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// StepupStatus holds the current stepup state for a character on a gacha.
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type StepupStatus struct {
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Step uint8
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}
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// transact processes the cost for a gacha roll, deducting the appropriate currency.
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func (svc *GachaService) transact(userID, charID, gachaID uint32, rollID uint8) (int, error) {
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itemType, itemNumber, rolls, err := svc.gachaRepo.GetEntryForTransaction(gachaID, rollID)
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if err != nil {
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return 0, err
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}
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switch itemType {
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case 17:
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svc.deductNetcafePoints(charID, int(itemNumber))
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case 19, 20:
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svc.spendGachaCoin(userID, itemNumber)
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case 21:
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if err := svc.userRepo.DeductFrontierPoints(userID, uint32(itemNumber)); err != nil {
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svc.logger.Error("Failed to deduct frontier points for gacha", zap.Error(err))
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}
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}
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return rolls, nil
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}
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// deductNetcafePoints removes netcafe points from a character's save data.
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func (svc *GachaService) deductNetcafePoints(charID uint32, amount int) {
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points, err := svc.charRepo.ReadInt(charID, "netcafe_points")
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if err != nil {
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svc.logger.Error("Failed to read netcafe points", zap.Error(err))
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return
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}
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points = min(points-amount, svc.maxNetcafePoints)
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if err := svc.charRepo.SaveInt(charID, "netcafe_points", points); err != nil {
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svc.logger.Error("Failed to update netcafe points", zap.Error(err))
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}
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}
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// spendGachaCoin deducts gacha coins, preferring trial coins over premium.
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func (svc *GachaService) spendGachaCoin(userID uint32, quantity uint16) {
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gt, _ := svc.userRepo.GetTrialCoins(userID)
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if quantity <= gt {
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if err := svc.userRepo.DeductTrialCoins(userID, uint32(quantity)); err != nil {
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svc.logger.Error("Failed to deduct gacha trial coins", zap.Error(err))
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}
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} else {
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if err := svc.userRepo.DeductPremiumCoins(userID, uint32(quantity)); err != nil {
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svc.logger.Error("Failed to deduct gacha premium coins", zap.Error(err))
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}
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}
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}
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// resolveRewards selects random entries and resolves them into rewards.
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func (svc *GachaService) resolveRewards(entries []GachaEntry, rolls int, isBox bool) []GachaReward {
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rewardEntries, _ := getRandomEntries(entries, rolls, isBox)
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var rewards []GachaReward
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for i := range rewardEntries {
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entryItems, err := svc.gachaRepo.GetItemsForEntry(rewardEntries[i].ID)
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if err != nil {
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continue
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}
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for _, item := range entryItems {
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rewards = append(rewards, GachaReward{
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ItemType: item.ItemType,
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ItemID: item.ItemID,
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Quantity: item.Quantity,
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Rarity: rewardEntries[i].Rarity,
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})
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}
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}
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return rewards
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}
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// saveGachaItems appends reward items to the character's gacha item storage.
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func (svc *GachaService) saveGachaItems(charID uint32, items []GachaItem) {
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data, _ := svc.charRepo.LoadColumn(charID, "gacha_items")
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if len(data) > 0 {
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numItems := int(data[0])
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data = data[1:]
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oldItem := byteframe.NewByteFrameFromBytes(data)
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for i := 0; i < numItems; i++ {
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items = append(items, GachaItem{
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ItemType: oldItem.ReadUint8(),
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ItemID: oldItem.ReadUint16(),
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Quantity: oldItem.ReadUint16(),
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})
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}
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}
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newItem := byteframe.NewByteFrame()
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newItem.WriteUint8(uint8(len(items)))
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for i := range items {
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newItem.WriteUint8(items[i].ItemType)
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newItem.WriteUint16(items[i].ItemID)
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newItem.WriteUint16(items[i].Quantity)
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}
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if err := svc.charRepo.SaveColumn(charID, "gacha_items", newItem.Data()); err != nil {
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svc.logger.Error("Failed to update gacha items", zap.Error(err))
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}
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}
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// rewardsToItems converts GachaReward slices to GachaItem slices for storage.
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func rewardsToItems(rewards []GachaReward) []GachaItem {
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items := make([]GachaItem, len(rewards))
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for i, r := range rewards {
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items[i] = GachaItem{ItemType: r.ItemType, ItemID: r.ItemID, Quantity: r.Quantity}
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}
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return items
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}
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// PlayNormalGacha processes a normal gacha roll: deducts cost, selects random
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// rewards, saves items, and returns the result.
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func (svc *GachaService) PlayNormalGacha(userID, charID, gachaID uint32, rollType uint8) (*GachaPlayResult, error) {
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rolls, err := svc.transact(userID, charID, gachaID, rollType)
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if err != nil {
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return nil, err
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}
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entries, err := svc.gachaRepo.GetRewardPool(gachaID)
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if err != nil {
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return nil, err
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}
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rewards := svc.resolveRewards(entries, rolls, false)
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svc.saveGachaItems(charID, rewardsToItems(rewards))
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return &GachaPlayResult{Rewards: rewards}, nil
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}
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// PlayStepupGacha processes a stepup gacha roll: deducts cost, advances step,
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// awards frontier points, selects random + guaranteed rewards, and saves items.
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func (svc *GachaService) PlayStepupGacha(userID, charID, gachaID uint32, rollType uint8) (*StepupPlayResult, error) {
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rolls, err := svc.transact(userID, charID, gachaID, rollType)
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if err != nil {
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return nil, err
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}
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if err := svc.userRepo.AddFrontierPointsFromGacha(userID, gachaID, rollType); err != nil {
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svc.logger.Error("Failed to award stepup gacha frontier points", zap.Error(err))
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}
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if err := svc.gachaRepo.DeleteStepup(gachaID, charID); err != nil {
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svc.logger.Error("Failed to delete gacha stepup state", zap.Error(err))
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}
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if err := svc.gachaRepo.InsertStepup(gachaID, rollType+1, charID); err != nil {
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svc.logger.Error("Failed to insert gacha stepup state", zap.Error(err))
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}
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entries, err := svc.gachaRepo.GetRewardPool(gachaID)
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if err != nil {
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return nil, err
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}
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guaranteedItems, _ := svc.gachaRepo.GetGuaranteedItems(rollType, gachaID)
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randomRewards := svc.resolveRewards(entries, rolls, false)
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var guaranteedRewards []GachaReward
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for _, item := range guaranteedItems {
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guaranteedRewards = append(guaranteedRewards, GachaReward{
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ItemType: item.ItemType,
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ItemID: item.ItemID,
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Quantity: item.Quantity,
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Rarity: 0,
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})
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}
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svc.saveGachaItems(charID, rewardsToItems(randomRewards))
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svc.saveGachaItems(charID, rewardsToItems(guaranteedRewards))
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return &StepupPlayResult{
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RandomRewards: randomRewards,
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GuaranteedRewards: guaranteedRewards,
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}, nil
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}
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// PlayBoxGacha processes a box gacha roll: deducts cost, selects random entries
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// without replacement, records drawn entries, saves items, and returns the result.
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func (svc *GachaService) PlayBoxGacha(userID, charID, gachaID uint32, rollType uint8) (*GachaPlayResult, error) {
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rolls, err := svc.transact(userID, charID, gachaID, rollType)
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if err != nil {
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return nil, err
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}
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entries, err := svc.gachaRepo.GetRewardPool(gachaID)
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if err != nil {
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return nil, err
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}
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rewardEntries, _ := getRandomEntries(entries, rolls, true)
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var rewards []GachaReward
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for i := range rewardEntries {
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entryItems, err := svc.gachaRepo.GetItemsForEntry(rewardEntries[i].ID)
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if err != nil {
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continue
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}
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if err := svc.gachaRepo.InsertBoxEntry(gachaID, rewardEntries[i].ID, charID); err != nil {
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svc.logger.Error("Failed to insert gacha box entry", zap.Error(err))
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}
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for _, item := range entryItems {
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rewards = append(rewards, GachaReward{
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ItemType: item.ItemType,
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ItemID: item.ItemID,
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Quantity: item.Quantity,
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Rarity: 0,
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})
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}
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}
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svc.saveGachaItems(charID, rewardsToItems(rewards))
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return &GachaPlayResult{Rewards: rewards}, nil
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}
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// GetStepupStatus returns the current stepup step for a character, resetting
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// stale progress based on the noon boundary. The now parameter enables
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// deterministic testing.
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func (svc *GachaService) GetStepupStatus(gachaID, charID uint32, now time.Time) (*StepupStatus, error) {
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// Compute the most recent noon boundary
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y, m, d := now.Date()
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midday := time.Date(y, m, d, 12, 0, 0, 0, now.Location())
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if now.Before(midday) {
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midday = midday.Add(-24 * time.Hour)
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}
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step, createdAt, err := svc.gachaRepo.GetStepupWithTime(gachaID, charID)
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if err != nil && !errors.Is(err, sql.ErrNoRows) {
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svc.logger.Error("Failed to get gacha stepup state", zap.Error(err))
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}
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if err == nil && createdAt.Before(midday) {
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if err := svc.gachaRepo.DeleteStepup(gachaID, charID); err != nil {
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svc.logger.Error("Failed to reset stale gacha stepup", zap.Error(err))
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}
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step = 0
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} else if err == nil {
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hasEntry, _ := svc.gachaRepo.HasEntryType(gachaID, step)
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if !hasEntry {
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if err := svc.gachaRepo.DeleteStepup(gachaID, charID); err != nil {
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svc.logger.Error("Failed to reset gacha stepup state", zap.Error(err))
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}
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step = 0
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}
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}
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return &StepupStatus{Step: step}, nil
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}
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// GetBoxInfo returns the entry IDs already drawn for a box gacha.
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func (svc *GachaService) GetBoxInfo(gachaID, charID uint32) ([]uint32, error) {
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return svc.gachaRepo.GetBoxEntryIDs(gachaID, charID)
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}
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// ResetBox clears all drawn entries for a box gacha.
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func (svc *GachaService) ResetBox(gachaID, charID uint32) error {
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return svc.gachaRepo.DeleteBoxEntries(gachaID, charID)
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}
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// getRandomEntries selects random gacha entries. In non-box mode, entries are
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// chosen with weighted probability (with replacement). In box mode, entries are
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// chosen uniformly without replacement.
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func getRandomEntries(entries []GachaEntry, rolls int, isBox bool) ([]GachaEntry, error) {
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var chosen []GachaEntry
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var totalWeight float64
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for i := range entries {
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totalWeight += entries[i].Weight
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}
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for rolls != len(chosen) {
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if !isBox {
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result := rand.Float64() * totalWeight
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for _, entry := range entries {
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result -= entry.Weight
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if result < 0 {
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chosen = append(chosen, entry)
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break
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}
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}
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} else {
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result := rand.Intn(len(entries))
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chosen = append(chosen, entries[result])
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entries[result] = entries[len(entries)-1]
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entries = entries[:len(entries)-1]
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}
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}
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return chosen, nil
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}
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