round out achievement manager and initial pass on packets
This commit is contained in:
parent
d24ec376a8
commit
c637793dee
@ -3,6 +3,7 @@ package achievements
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import (
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import (
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"database/sql"
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"database/sql"
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"fmt"
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"fmt"
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"time"
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"eq2emu/internal/database"
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"eq2emu/internal/database"
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)
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)
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@ -435,3 +436,214 @@ func (a *Achievement) saveRewards(tx *sql.Tx) error {
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return nil
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return nil
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}
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}
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// LoadAllAchievements loads all achievements from database into a master list
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func LoadAllAchievements(db *database.Database, masterList *MasterList) error {
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query := `SELECT id, achievement_id, title, uncompleted_text, completed_text,
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category, expansion, icon, point_value, qty_req, hide_achievement,
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unknown3a, unknown3b, max_version
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FROM achievements ORDER BY achievement_id`
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rows, err := db.Query(query)
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if err != nil {
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return fmt.Errorf("failed to execute query: %w", err)
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}
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defer rows.Close()
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var achievements []*Achievement
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for rows.Next() {
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achievement := &Achievement{
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db: db,
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isNew: false,
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}
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var hideInt int
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err := rows.Scan(
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&achievement.ID, &achievement.AchievementID, &achievement.Title,
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&achievement.UncompletedText, &achievement.CompletedText,
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&achievement.Category, &achievement.Expansion, &achievement.Icon,
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&achievement.PointValue, &achievement.QtyRequired, &hideInt,
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&achievement.Unknown3A, &achievement.Unknown3B, &achievement.MaxVersion,
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)
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if err != nil {
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return fmt.Errorf("failed to scan achievement: %w", err)
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}
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achievement.Hide = hideInt != 0
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achievements = append(achievements, achievement)
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}
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if err := rows.Err(); err != nil {
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return fmt.Errorf("failed to iterate rows: %w", err)
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}
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// Load requirements and rewards for each achievement
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for _, achievement := range achievements {
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if err := achievement.loadRequirements(); err != nil {
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return fmt.Errorf("failed to load requirements for achievement %d: %w", achievement.AchievementID, err)
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}
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if err := achievement.loadRewards(); err != nil {
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return fmt.Errorf("failed to load rewards for achievement %d: %w", achievement.AchievementID, err)
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}
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// Add to master list
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masterList.AddAchievement(achievement)
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}
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return nil
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}
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// LoadPlayerAchievements loads all achievements for a specific player
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func LoadPlayerAchievements(db *database.Database, characterID uint32, playerList *PlayerList) error {
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// For now, we load all achievements for the player (matching C++ behavior)
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// In the future, this could be optimized to only load unlocked achievements
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query := `SELECT id, achievement_id, title, uncompleted_text, completed_text,
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category, expansion, icon, point_value, qty_req, hide_achievement,
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unknown3a, unknown3b, max_version
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FROM achievements ORDER BY achievement_id`
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rows, err := db.Query(query)
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if err != nil {
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return fmt.Errorf("failed to execute query: %w", err)
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}
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defer rows.Close()
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for rows.Next() {
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achievement := &Achievement{
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db: db,
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isNew: false,
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}
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var hideInt int
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err := rows.Scan(
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&achievement.ID, &achievement.AchievementID, &achievement.Title,
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&achievement.UncompletedText, &achievement.CompletedText,
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&achievement.Category, &achievement.Expansion, &achievement.Icon,
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&achievement.PointValue, &achievement.QtyRequired, &hideInt,
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&achievement.Unknown3A, &achievement.Unknown3B, &achievement.MaxVersion,
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)
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if err != nil {
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return fmt.Errorf("failed to scan achievement: %w", err)
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}
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achievement.Hide = hideInt != 0
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// Load requirements and rewards
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if err := achievement.loadRequirements(); err != nil {
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return fmt.Errorf("failed to load requirements: %w", err)
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}
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if err := achievement.loadRewards(); err != nil {
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return fmt.Errorf("failed to load rewards: %w", err)
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}
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// Add to player list
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playerList.AddAchievement(achievement)
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}
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return rows.Err()
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}
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// LoadPlayerAchievementUpdates loads player achievement progress from database
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func LoadPlayerAchievementUpdates(db *database.Database, characterID uint32, updateList *PlayerUpdateList) error {
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query := `SELECT achievement_id, completed_date FROM character_achievements WHERE char_id = ?`
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rows, err := db.Query(query, characterID)
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if err != nil {
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return fmt.Errorf("failed to execute query: %w", err)
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}
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defer rows.Close()
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for rows.Next() {
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update := NewUpdate()
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var completedDate int64
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err := rows.Scan(&update.ID, &completedDate)
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if err != nil {
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return fmt.Errorf("failed to scan update: %w", err)
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}
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if completedDate > 0 {
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update.CompletedDate = time.Unix(completedDate, 0)
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}
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// Load update items for this achievement
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if err := loadPlayerAchievementUpdateItems(db, characterID, update); err != nil {
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return fmt.Errorf("failed to load update items: %w", err)
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}
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updateList.AddUpdate(update)
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}
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return rows.Err()
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}
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// loadPlayerAchievementUpdateItems loads update items for a specific achievement update
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func loadPlayerAchievementUpdateItems(db *database.Database, characterID uint32, update *Update) error {
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query := `SELECT achievement_id, items FROM character_achievements_items WHERE char_id = ? AND achievement_id = ?`
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rows, err := db.Query(query, characterID, update.ID)
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if err != nil {
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return fmt.Errorf("failed to execute query: %w", err)
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}
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defer rows.Close()
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for rows.Next() {
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var updateItem UpdateItem
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err := rows.Scan(&updateItem.AchievementID, &updateItem.ItemUpdate)
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if err != nil {
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return fmt.Errorf("failed to scan update item: %w", err)
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}
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update.AddUpdateItem(updateItem)
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}
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return rows.Err()
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}
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// SavePlayerAchievementUpdate saves a player's achievement progress to database
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func SavePlayerAchievementUpdate(db *database.Database, characterID uint32, update *Update) error {
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tx, err := db.Begin()
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if err != nil {
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return fmt.Errorf("failed to begin transaction: %w", err)
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}
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defer tx.Rollback()
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var completedDate int64
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if !update.CompletedDate.IsZero() {
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completedDate = update.CompletedDate.Unix()
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}
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// Insert or update achievement progress
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query := `INSERT OR REPLACE INTO character_achievements (char_id, achievement_id, completed_date)
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VALUES (?, ?, ?)`
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_, err = tx.Exec(query, characterID, update.ID, completedDate)
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if err != nil {
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return fmt.Errorf("failed to save achievement update: %w", err)
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}
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// Delete existing update items
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deleteQuery := `DELETE FROM character_achievements_items WHERE char_id = ? AND achievement_id = ?`
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_, err = tx.Exec(deleteQuery, characterID, update.ID)
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if err != nil {
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return fmt.Errorf("failed to delete existing update items: %w", err)
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}
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// Insert new update items
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if len(update.UpdateItems) > 0 {
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insertQuery := `INSERT INTO character_achievements_items (char_id, achievement_id, items) VALUES (?, ?, ?)`
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for _, item := range update.UpdateItems {
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_, err = tx.Exec(insertQuery, characterID, item.AchievementID, item.ItemUpdate)
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if err != nil {
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return fmt.Errorf("failed to insert update item: %w", err)
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}
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}
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}
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// Commit transaction
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return tx.Commit()
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}
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@ -3,9 +3,11 @@ package world
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import (
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import (
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"fmt"
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"fmt"
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"sync"
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"sync"
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"time"
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"eq2emu/internal/achievements"
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"eq2emu/internal/achievements"
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"eq2emu/internal/database"
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"eq2emu/internal/database"
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"eq2emu/internal/packets"
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)
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)
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// AchievementManager manages achievements for the world server
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// AchievementManager manages achievements for the world server
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@ -117,10 +119,16 @@ func (am *AchievementManager) UpdateProgress(characterID int32, achievementID ui
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// Trigger achievement completion event
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// Trigger achievement completion event
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go am.onAchievementCompleted(characterID, achievement)
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go am.onAchievementCompleted(characterID, achievement)
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// Send achievement update packet to client
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go am.sendAchievementUpdateToClient(characterID)
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fmt.Printf("Character %d completed achievement: %s\n", characterID, achievement.Title)
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fmt.Printf("Character %d completed achievement: %s\n", characterID, achievement.Title)
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} else if progress > 0 {
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} else if progress > 0 {
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// Save progress update to database
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// Save progress update to database
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go am.savePlayerProgress(characterID, achievementID, playerMgr)
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go am.savePlayerProgress(characterID, achievementID, playerMgr)
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// Send achievement update packet for progress update
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go am.sendAchievementUpdateToClient(characterID)
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}
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}
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}
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}
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@ -271,6 +279,11 @@ func (am *AchievementManager) RemovePlayerManager(characterID int32) {
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delete(am.playerManagers, characterID)
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delete(am.playerManagers, characterID)
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}
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}
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// GetMasterList returns the master achievement list
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func (am *AchievementManager) GetMasterList() *achievements.MasterList {
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return am.masterList
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}
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// GetStatistics returns achievement system statistics
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// GetStatistics returns achievement system statistics
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func (am *AchievementManager) GetStatistics() map[string]any {
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func (am *AchievementManager) GetStatistics() map[string]any {
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am.mutex.RLock()
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am.mutex.RLock()
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@ -286,6 +299,371 @@ func (am *AchievementManager) GetStatistics() map[string]any {
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return stats
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return stats
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}
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}
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// CreateAchievementUpdatePacket creates an achievement update packet for a player
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func (am *AchievementManager) CreateAchievementUpdatePacket(characterID int32, version uint32) ([]byte, error) {
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playerMgr := am.GetPlayerManager(characterID)
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if playerMgr == nil {
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return nil, fmt.Errorf("player manager not found for character %d", characterID)
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}
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updates := playerMgr.Updates.GetAllUpdates()
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// Build the packet data map according to the AchievementUpdate.xml structure
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achievementArray := make([]map[string]any, 0, len(updates))
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for achievementID, update := range updates {
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var completedDate uint32
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if !update.CompletedDate.IsZero() {
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completedDate = uint32(update.CompletedDate.Unix())
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}
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// Build item array for this achievement
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itemArray := make([]map[string]any, 0, len(update.UpdateItems))
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for _, item := range update.UpdateItems {
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itemArray = append(itemArray, map[string]any{
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"item_update": item.ItemUpdate,
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})
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}
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achievementData := map[string]any{
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"achievement_id": achievementID,
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"completed_date": completedDate,
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"num_items": uint8(len(update.UpdateItems)),
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"item_array": itemArray,
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}
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achievementArray = append(achievementArray, achievementData)
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}
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packetData := map[string]any{
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"unknown1": uint8(0),
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"num_achievements": uint16(len(updates)),
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"achievement_array": achievementArray,
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}
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// Build the packet using the packet system
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packetBytes, err := packets.BuildPacket("AchievementUpdate", packetData, version, 0)
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if err != nil {
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return nil, fmt.Errorf("failed to build achievement update packet: %w", err)
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}
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return packetBytes, nil
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}
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// SendAchievementUpdateToPlayer sends achievement update packet to a player
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func (am *AchievementManager) SendAchievementUpdateToPlayer(characterID int32, clientVersion int32) error {
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playerMgr := am.GetPlayerManager(characterID)
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if playerMgr == nil {
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return fmt.Errorf("player manager not found for character %d", characterID)
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}
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// Create the packet data
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packetData, err := am.CreateAchievementUpdatePacket(characterID, uint32(clientVersion))
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if err != nil {
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return fmt.Errorf("failed to create achievement update packet: %w", err)
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}
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// TODO: Send packet to player through world server client connection
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// This would typically use the world server's client manager
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if am.world != nil {
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// Get client opcode for this version
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clientOpcode := packets.InternalToClient(packets.OP_AchievementUpdateMsg, clientVersion)
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if clientOpcode == 0 {
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return fmt.Errorf("no client opcode mapping for achievement update in version %d", clientVersion)
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}
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fmt.Printf("Would send achievement update packet to character %d (opcode: %d, size: %d bytes)\n",
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characterID, clientOpcode, len(packetData))
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// In a real implementation:
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// return am.world.SendPacketToClient(characterID, clientOpcode, packetData)
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}
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return nil
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}
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// CreateCharacterAchievementsPacket creates a character achievements packet (master list) for a player
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func (am *AchievementManager) CreateCharacterAchievementsPacket(characterID int32, version uint32) ([]byte, error) {
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playerMgr := am.GetPlayerManager(characterID)
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if playerMgr == nil {
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return nil, fmt.Errorf("player manager not found for character %d", characterID)
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}
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// Get all achievements from master list
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allAchievements := am.masterList.GetAllAchievements()
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// Build achievement array according to CharacterAchievements.xml structure
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achievementArray := make([]map[string]any, 0, len(allAchievements))
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for _, achievement := range allAchievements {
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// Build requirements array
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itemArray := make([]map[string]any, 0, len(achievement.Requirements))
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for _, req := range achievement.Requirements {
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itemArray = append(itemArray, map[string]any{
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"item_name": req.Name,
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"item_qty_req": req.QtyRequired,
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})
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}
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// Build rewards array
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rewardArray := make([]map[string]any, 0, len(achievement.Rewards))
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for _, reward := range achievement.Rewards {
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rewardData := map[string]any{
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"reward_item": reward.Reward,
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add unknown4 field for version 57032+
|
||||||
|
if version >= 57032 {
|
||||||
|
rewardData["unknown4"] = uint32(0)
|
||||||
|
}
|
||||||
|
|
||||||
|
rewardArray = append(rewardArray, rewardData)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build achievement data based on version
|
||||||
|
achievementData := map[string]any{
|
||||||
|
"achievement_id": achievement.AchievementID,
|
||||||
|
"title": achievement.Title,
|
||||||
|
"uncompleted_text": achievement.UncompletedText,
|
||||||
|
"completed_text": achievement.CompletedText,
|
||||||
|
"category": achievement.Category,
|
||||||
|
"expansion": achievement.Expansion,
|
||||||
|
"icon": achievement.Icon,
|
||||||
|
"point_value": achievement.PointValue,
|
||||||
|
"qty_req": achievement.QtyRequired,
|
||||||
|
"hide_achievement": uint8(0), // Convert bool to uint8
|
||||||
|
}
|
||||||
|
|
||||||
|
if achievement.Hide {
|
||||||
|
achievementData["hide_achievement"] = uint8(1)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Handle version-specific fields
|
||||||
|
switch {
|
||||||
|
case version >= 57032:
|
||||||
|
achievementData["unknown3"] = [2]uint32{achievement.Unknown3A, achievement.Unknown3B}
|
||||||
|
achievementData["num_items"] = uint8(len(achievement.Requirements))
|
||||||
|
achievementData["item_array"] = itemArray
|
||||||
|
achievementData["num_rewards"] = uint8(len(achievement.Rewards))
|
||||||
|
achievementData["reward_array"] = rewardArray
|
||||||
|
achievementData["num_reward_links"] = uint8(0) // TODO: Implement reward links if needed
|
||||||
|
achievementData["reward_link_array"] = []map[string]any{}
|
||||||
|
|
||||||
|
case version >= 1096:
|
||||||
|
achievementData["unknown3"] = [2]uint32{achievement.Unknown3A, achievement.Unknown3B}
|
||||||
|
achievementData["num_items"] = uint8(len(achievement.Requirements))
|
||||||
|
achievementData["item_array"] = itemArray
|
||||||
|
achievementData["num_rewards"] = uint8(len(achievement.Rewards))
|
||||||
|
achievementData["reward_array"] = rewardArray
|
||||||
|
|
||||||
|
case version >= 603:
|
||||||
|
achievementData["unknown3a"] = achievement.Unknown3A
|
||||||
|
achievementData["unknown3b"] = achievement.Unknown3B
|
||||||
|
achievementData["guild"] = uint8(0) // TODO: Implement guild achievements if needed
|
||||||
|
achievementData["num_items"] = uint8(len(achievement.Requirements))
|
||||||
|
achievementData["item_array"] = itemArray
|
||||||
|
achievementData["num_reward_links"] = uint8(0) // TODO: Implement reward links if needed
|
||||||
|
achievementData["reward_link_array"] = []map[string]any{}
|
||||||
|
}
|
||||||
|
|
||||||
|
achievementArray = append(achievementArray, achievementData)
|
||||||
|
}
|
||||||
|
|
||||||
|
packetData := map[string]any{
|
||||||
|
"num_achievements": uint16(len(allAchievements)),
|
||||||
|
"achievement_array": achievementArray,
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build the packet using the packet system
|
||||||
|
packetBytes, err := packets.BuildPacket("CharacterAchievements", packetData, version, 0)
|
||||||
|
if err != nil {
|
||||||
|
return nil, fmt.Errorf("failed to build character achievements packet: %w", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
return packetBytes, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// SendCharacterAchievementsToPlayer sends the master achievement list to a player
|
||||||
|
func (am *AchievementManager) SendCharacterAchievementsToPlayer(characterID int32, clientVersion int32) error {
|
||||||
|
// Create the packet data
|
||||||
|
packetData, err := am.CreateCharacterAchievementsPacket(characterID, uint32(clientVersion))
|
||||||
|
if err != nil {
|
||||||
|
return fmt.Errorf("failed to create character achievements packet: %w", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO: Send packet to player through world server client connection
|
||||||
|
if am.world != nil {
|
||||||
|
// Get client opcode for this version
|
||||||
|
clientOpcode := packets.InternalToClient(packets.OP_CharacterAchievements, clientVersion)
|
||||||
|
if clientOpcode == 0 {
|
||||||
|
return fmt.Errorf("no client opcode mapping for character achievements in version %d", clientVersion)
|
||||||
|
}
|
||||||
|
|
||||||
|
fmt.Printf("Would send character achievements packet to character %d (opcode: %d, size: %d bytes)\n",
|
||||||
|
characterID, clientOpcode, len(packetData))
|
||||||
|
|
||||||
|
// In a real implementation:
|
||||||
|
// return am.world.SendPacketToClient(characterID, clientOpcode, packetData)
|
||||||
|
}
|
||||||
|
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// AwardAchievementPoints awards achievement points to a player
|
||||||
|
func (am *AchievementManager) AwardAchievementPoints(characterID int32, points uint32) error {
|
||||||
|
// TODO: Integrate with player character system to award achievement points
|
||||||
|
// This would typically update the player's total achievement points
|
||||||
|
fmt.Printf("Character %d awarded %d achievement points\n", characterID, points)
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// ProcessAchievementTrigger processes an achievement trigger for a player
|
||||||
|
func (am *AchievementManager) ProcessAchievementTrigger(characterID int32, triggerType string, value uint32) error {
|
||||||
|
playerMgr := am.GetPlayerManager(characterID)
|
||||||
|
if playerMgr == nil {
|
||||||
|
return fmt.Errorf("player manager not found for character %d", characterID)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get all achievements and check if any match the trigger
|
||||||
|
allAchievements := am.masterList.GetAllAchievements()
|
||||||
|
|
||||||
|
for _, achievement := range allAchievements {
|
||||||
|
// Check requirements to see if any match the trigger
|
||||||
|
for _, requirement := range achievement.Requirements {
|
||||||
|
if requirement.Name == triggerType {
|
||||||
|
// Update progress for this achievement
|
||||||
|
currentProgress := playerMgr.Updates.GetProgress(achievement.AchievementID)
|
||||||
|
newProgress := currentProgress + value
|
||||||
|
|
||||||
|
// Ensure we don't exceed the requirement
|
||||||
|
if newProgress > requirement.QtyRequired {
|
||||||
|
newProgress = requirement.QtyRequired
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update the progress
|
||||||
|
err := am.UpdateProgress(characterID, achievement.AchievementID, newProgress)
|
||||||
|
if err != nil {
|
||||||
|
fmt.Printf("Error updating progress for achievement %d: %v\n", achievement.AchievementID, err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// GetPlayerAchievementPoints returns total achievement points for a player
|
||||||
|
func (am *AchievementManager) GetPlayerAchievementPoints(characterID int32) uint32 {
|
||||||
|
playerMgr := am.GetPlayerManager(characterID)
|
||||||
|
if playerMgr == nil {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
|
||||||
|
var totalPoints uint32
|
||||||
|
completedAchievements := playerMgr.Updates.GetCompletedAchievements()
|
||||||
|
|
||||||
|
for _, achievementID := range completedAchievements {
|
||||||
|
achievement := am.masterList.GetAchievement(achievementID)
|
||||||
|
if achievement != nil {
|
||||||
|
totalPoints += achievement.PointValue
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return totalPoints
|
||||||
|
}
|
||||||
|
|
||||||
|
// RefreshPlayerAchievements refreshes a player's achievement data
|
||||||
|
func (am *AchievementManager) RefreshPlayerAchievements(characterID int32) error {
|
||||||
|
// Remove existing player manager
|
||||||
|
am.RemovePlayerManager(characterID)
|
||||||
|
|
||||||
|
// This will create a new manager and load fresh data
|
||||||
|
am.GetPlayerManager(characterID)
|
||||||
|
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// GetAchievementProgress returns detailed progress information for a player's achievement
|
||||||
|
func (am *AchievementManager) GetAchievementProgress(characterID int32, achievementID uint32) map[string]any {
|
||||||
|
playerMgr := am.GetPlayerManager(characterID)
|
||||||
|
if playerMgr == nil {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
achievement := am.masterList.GetAchievement(achievementID)
|
||||||
|
if achievement == nil {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
progress := playerMgr.Updates.GetProgress(achievementID)
|
||||||
|
completed := playerMgr.Updates.IsCompleted(achievementID)
|
||||||
|
completionPercentage := am.GetCompletionPercentage(characterID, achievementID)
|
||||||
|
|
||||||
|
result := map[string]any{
|
||||||
|
"achievement_id": achievementID,
|
||||||
|
"title": achievement.Title,
|
||||||
|
"category": achievement.Category,
|
||||||
|
"current_progress": progress,
|
||||||
|
"required_progress": achievement.QtyRequired,
|
||||||
|
"completed": completed,
|
||||||
|
"completion_percentage": completionPercentage,
|
||||||
|
"point_value": achievement.PointValue,
|
||||||
|
}
|
||||||
|
|
||||||
|
if completed {
|
||||||
|
completedDate := playerMgr.Updates.GetCompletedDate(achievementID)
|
||||||
|
if !completedDate.IsZero() {
|
||||||
|
result["completed_date"] = completedDate.Format(time.RFC3339)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return result
|
||||||
|
}
|
||||||
|
|
||||||
|
// sendAchievementUpdateToClient sends achievement update to client with version detection
|
||||||
|
func (am *AchievementManager) sendAchievementUpdateToClient(characterID int32) {
|
||||||
|
// TODO: Get client version from world server client connection
|
||||||
|
// For now, use a common version (1096 is a common EQ2 client version)
|
||||||
|
defaultClientVersion := int32(1096)
|
||||||
|
|
||||||
|
err := am.SendAchievementUpdateToPlayer(characterID, defaultClientVersion)
|
||||||
|
if err != nil {
|
||||||
|
fmt.Printf("Failed to send achievement update to character %d: %v\n", characterID, err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// LoadAndSendInitialAchievements loads and sends all achievements to a newly connected player
|
||||||
|
func (am *AchievementManager) LoadAndSendInitialAchievements(characterID int32, clientVersion int32) error {
|
||||||
|
// Ensure player manager is loaded
|
||||||
|
playerMgr := am.GetPlayerManager(characterID)
|
||||||
|
if playerMgr == nil {
|
||||||
|
return fmt.Errorf("failed to create player manager for character %d", characterID)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Send master achievement list first
|
||||||
|
err := am.SendCharacterAchievementsToPlayer(characterID, clientVersion)
|
||||||
|
if err != nil {
|
||||||
|
return fmt.Errorf("failed to send character achievements: %w", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Then send current progress
|
||||||
|
err = am.SendAchievementUpdateToPlayer(characterID, clientVersion)
|
||||||
|
if err != nil {
|
||||||
|
return fmt.Errorf("failed to send achievement updates: %w", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
fmt.Printf("Sent initial achievement data to character %d\n", characterID)
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// HandleAchievementTriggerEvent processes achievement triggers from game events
|
||||||
|
func (am *AchievementManager) HandleAchievementTriggerEvent(characterID int32, triggerType string, value uint32) {
|
||||||
|
err := am.ProcessAchievementTrigger(characterID, triggerType, value)
|
||||||
|
if err != nil {
|
||||||
|
fmt.Printf("Error processing achievement trigger for character %d: %v\n", characterID, err)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Shutdown gracefully shuts down the achievement manager
|
// Shutdown gracefully shuts down the achievement manager
|
||||||
func (am *AchievementManager) Shutdown() {
|
func (am *AchievementManager) Shutdown() {
|
||||||
fmt.Println("Shutting down achievement manager...")
|
fmt.Println("Shutting down achievement manager...")
|
||||||
|
Loading…
x
Reference in New Issue
Block a user