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Move EnsureExists + GetAllScores + compute loop from handler into AchievementService.GetAll, and validation + ensure + increment into AchievementService.Increment. Handlers now delegate to the service layer for business logic while retaining protocol response building. GetAchData stays as a pure function in handlers_achievement.go per plan.
161 lines
4.7 KiB
Go
161 lines
4.7 KiB
Go
package channelserver
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import (
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"io"
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"erupe-ce/common/byteframe"
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"erupe-ce/network/mhfpacket"
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"go.uber.org/zap"
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)
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// Achievement trophy tier thresholds (bitfield values)
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const (
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AchievementTrophyBronze = uint8(0x40)
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AchievementTrophySilver = uint8(0x60)
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AchievementTrophyGold = uint8(0x7F)
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)
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var achievementCurves = [][]int32{
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// 0: HR weapon use, Class use, Tore dailies
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{5, 15, 30, 50, 100, 150, 200, 300},
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// 1: Weapon collector, G wep enhances
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{1, 5, 10, 15, 30, 50, 75, 100},
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// 2: Festa wins
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{1, 2, 3, 4, 5, 6, 7, 8},
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// 3: GR weapon use, Sigil crafts
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{10, 50, 100, 200, 350, 500, 750, 999},
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}
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var achievementCurveMap = map[uint8][]int32{
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0: achievementCurves[0], 1: achievementCurves[0], 2: achievementCurves[0], 3: achievementCurves[0],
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4: achievementCurves[0], 5: achievementCurves[0], 6: achievementCurves[0], 7: achievementCurves[1],
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8: achievementCurves[2], 9: achievementCurves[0], 10: achievementCurves[0], 11: achievementCurves[0],
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12: achievementCurves[0], 13: achievementCurves[0], 14: achievementCurves[0], 15: achievementCurves[0],
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16: achievementCurves[3], 17: achievementCurves[3], 18: achievementCurves[3], 19: achievementCurves[3],
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20: achievementCurves[3], 21: achievementCurves[3], 22: achievementCurves[3], 23: achievementCurves[3],
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24: achievementCurves[3], 25: achievementCurves[3], 26: achievementCurves[3], 27: achievementCurves[1],
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28: achievementCurves[1], 29: achievementCurves[3], 30: achievementCurves[3], 31: achievementCurves[3],
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32: achievementCurves[3],
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}
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// Achievement represents computed achievement data for a character.
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type Achievement struct {
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Level uint8
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Value uint32
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NextValue uint16
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Required uint32
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Updated bool
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Progress uint32
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Trophy uint8
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}
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// GetAchData computes achievement level and progress from a raw score.
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func GetAchData(id uint8, score int32) Achievement {
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curve := achievementCurveMap[id]
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var ach Achievement
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for i, v := range curve {
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temp := score - v
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if temp < 0 {
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ach.Progress = uint32(score)
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ach.Required = uint32(curve[i])
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switch ach.Level {
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case 0:
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ach.NextValue = 5
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case 1, 2, 3:
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ach.NextValue = 10
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case 4, 5:
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ach.NextValue = 15
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case 6:
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ach.NextValue = 15
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ach.Trophy = AchievementTrophyBronze
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case 7:
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ach.NextValue = 20
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ach.Trophy = AchievementTrophySilver
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}
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return ach
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} else {
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score = temp
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ach.Level++
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switch ach.Level {
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case 1:
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ach.Value += 5
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case 2, 3, 4:
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ach.Value += 10
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case 5, 6, 7:
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ach.Value += 15
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case 8:
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ach.Value += 20
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}
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}
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}
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ach.Required = uint32(curve[7])
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ach.Trophy = AchievementTrophyGold
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ach.Progress = ach.Required
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return ach
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}
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func handleMsgMhfGetAchievement(s *Session, p mhfpacket.MHFPacket) {
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pkt := p.(*mhfpacket.MsgMhfGetAchievement)
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summary, err := s.server.achievementService.GetAll(pkt.CharID)
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if err != nil {
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doAckBufSucceed(s, pkt.AckHandle, make([]byte, 20))
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return
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}
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resp := byteframe.NewByteFrame()
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resp.WriteBytes(make([]byte, 16))
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resp.WriteBytes([]byte{0x02, 0x00, 0x00}) // Unk
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resp.WriteUint8(achievementEntryCount)
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for id := uint8(0); id < achievementEntryCount; id++ {
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ach := summary.Achievements[id]
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resp.WriteUint8(id)
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resp.WriteUint8(ach.Level)
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resp.WriteUint16(ach.NextValue)
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resp.WriteUint32(ach.Required)
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resp.WriteBool(false) // TODO: Notify on rank increase since last checked, see MhfDisplayedAchievement
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resp.WriteUint8(ach.Trophy)
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/* Trophy bitfield
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0000 0000
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abcd efgh
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B - Bronze (0x40)
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B-C - Silver (0x60)
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B-H - Gold (0x7F)
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*/
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resp.WriteUint16(0) // Unk
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resp.WriteUint32(ach.Progress)
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}
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_, _ = resp.Seek(0, io.SeekStart)
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resp.WriteUint32(summary.Points)
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resp.WriteUint32(summary.Points)
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resp.WriteUint32(summary.Points)
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resp.WriteUint32(summary.Points)
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doAckBufSucceed(s, pkt.AckHandle, resp.Data())
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}
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func handleMsgMhfSetCaAchievementHist(s *Session, p mhfpacket.MHFPacket) {
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pkt := p.(*mhfpacket.MsgMhfSetCaAchievementHist)
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doAckSimpleSucceed(s, pkt.AckHandle, []byte{0x00, 0x00, 0x00, 0x00})
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}
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func handleMsgMhfResetAchievement(s *Session, p mhfpacket.MHFPacket) {}
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func handleMsgMhfAddAchievement(s *Session, p mhfpacket.MHFPacket) {
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pkt := p.(*mhfpacket.MsgMhfAddAchievement)
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if err := s.server.achievementService.Increment(s.charID, pkt.AchievementID); err != nil {
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s.logger.Warn("Failed to increment achievement", zap.Error(err))
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}
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}
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func handleMsgMhfPaymentAchievement(s *Session, p mhfpacket.MHFPacket) {}
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func handleMsgMhfDisplayedAchievement(s *Session, p mhfpacket.MHFPacket) {
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// This is how you would figure out if the rank-up notification needs to occur
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}
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func handleMsgMhfGetCaAchievementHist(s *Session, p mhfpacket.MHFPacket) {}
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func handleMsgMhfSetCaAchievement(s *Session, p mhfpacket.MHFPacket) {}
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