325 lines
10 KiB
Go
325 lines
10 KiB
Go
package world
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import (
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"fmt"
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"sync"
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"eq2emu/internal/achievements"
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"eq2emu/internal/database"
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)
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// AchievementManager manages achievements for the world server
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type AchievementManager struct {
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masterList *achievements.MasterList
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playerManagers map[int32]*achievements.PlayerManager // CharacterID -> PlayerManager
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database *database.Database
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world *World // Reference to world server for notifications
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mutex sync.RWMutex
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}
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// NewAchievementManager creates a new achievement manager
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func NewAchievementManager(db *database.Database) *AchievementManager {
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return &AchievementManager{
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masterList: achievements.NewMasterList(),
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playerManagers: make(map[int32]*achievements.PlayerManager),
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database: db,
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world: nil, // Set by world server after creation
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}
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}
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// SetWorld sets the world server reference for notifications
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func (am *AchievementManager) SetWorld(world *World) {
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am.world = world
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}
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// LoadAchievements loads all achievements from database
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func (am *AchievementManager) LoadAchievements() error {
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fmt.Println("Loading master achievement list...")
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pool := am.database.GetPool()
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if pool == nil {
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return fmt.Errorf("database pool is nil")
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}
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err := achievements.LoadAllAchievements(pool, am.masterList)
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if err != nil {
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return fmt.Errorf("failed to load achievements: %w", err)
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}
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fmt.Printf("Loaded %d achievements\n", am.masterList.Size())
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return nil
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}
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// GetPlayerManager gets or creates a player achievement manager
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func (am *AchievementManager) GetPlayerManager(characterID int32) *achievements.PlayerManager {
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am.mutex.RLock()
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playerMgr, exists := am.playerManagers[characterID]
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am.mutex.RUnlock()
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if exists {
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return playerMgr
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}
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// Create new player manager and load data
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am.mutex.Lock()
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defer am.mutex.Unlock()
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// Double-check after acquiring write lock
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if playerMgr, exists := am.playerManagers[characterID]; exists {
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return playerMgr
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}
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playerMgr = achievements.NewPlayerManager()
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am.playerManagers[characterID] = playerMgr
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// Load player achievement data from database
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go am.loadPlayerAchievements(characterID, playerMgr)
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return playerMgr
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}
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// loadPlayerAchievements loads achievement data for a specific player
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func (am *AchievementManager) loadPlayerAchievements(characterID int32, playerMgr *achievements.PlayerManager) {
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pool := am.database.GetPool()
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if pool == nil {
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fmt.Printf("Error: database pool is nil for character %d\n", characterID)
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return
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}
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// Load player achievements
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err := achievements.LoadPlayerAchievements(pool, uint32(characterID), playerMgr.Achievements)
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if err != nil {
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fmt.Printf("Error loading achievements for character %d: %v\n", characterID, err)
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}
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// Load player progress
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err = achievements.LoadPlayerAchievementUpdates(pool, uint32(characterID), playerMgr.Updates)
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if err != nil {
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fmt.Printf("Error loading achievement progress for character %d: %v\n", characterID, err)
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}
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}
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// UpdateProgress updates player progress for an achievement
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func (am *AchievementManager) UpdateProgress(characterID int32, achievementID uint32, progress uint32) error {
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playerMgr := am.GetPlayerManager(characterID)
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if playerMgr == nil {
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return fmt.Errorf("failed to get player manager for character %d", characterID)
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}
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// Update progress
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playerMgr.Updates.UpdateProgress(achievementID, progress)
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// Check if achievement is completed
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achievement := am.masterList.GetAchievement(achievementID)
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if achievement != nil {
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completed, err := playerMgr.CheckRequirements(achievement)
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if err != nil {
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return fmt.Errorf("failed to check requirements: %w", err)
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}
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if completed && !playerMgr.Updates.IsCompleted(achievementID) {
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// Complete the achievement
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playerMgr.Updates.CompleteAchievement(achievementID)
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// Save progress to database
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go am.savePlayerProgress(characterID, achievementID, playerMgr)
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// Trigger achievement completion event
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go am.onAchievementCompleted(characterID, achievement)
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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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// Save progress update to database
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go am.savePlayerProgress(characterID, achievementID, playerMgr)
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}
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}
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return nil
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}
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// savePlayerProgress saves player achievement progress to database
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func (am *AchievementManager) savePlayerProgress(characterID int32, achievementID uint32, playerMgr *achievements.PlayerManager) {
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update := playerMgr.Updates.GetUpdate(achievementID)
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if update == nil {
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return
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}
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pool := am.database.GetPool()
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if pool == nil {
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fmt.Printf("Error: database pool is nil for character %d\n", characterID)
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return
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}
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err := achievements.SavePlayerAchievementUpdate(pool, uint32(characterID), update)
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if err != nil {
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fmt.Printf("Error saving achievement progress for character %d, achievement %d: %v\n",
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characterID, achievementID, err)
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}
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}
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// onAchievementCompleted handles achievement completion events
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func (am *AchievementManager) onAchievementCompleted(characterID int32, achievement *achievements.Achievement) {
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// Award points
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if achievement.PointValue > 0 {
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// Increment player's achievement points
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fmt.Printf("Character %d earned %d achievement points\n", characterID, achievement.PointValue)
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}
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// Process rewards
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for _, reward := range achievement.Rewards {
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am.processReward(characterID, reward)
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}
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// Notify other systems about achievement completion
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am.notifyAchievementCompleted(characterID, achievement.ID)
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}
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// notifyAchievementCompleted notifies other systems about achievement completion
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func (am *AchievementManager) notifyAchievementCompleted(characterID int32, achievementID uint32) {
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// Notify title system if available
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if am.world != nil && am.world.titleMgr != nil {
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integrationMgr := am.world.titleMgr.GetIntegrationManager()
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if integrationMgr != nil {
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achievementIntegration := integrationMgr.GetAchievementIntegration()
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if achievementIntegration != nil {
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err := achievementIntegration.OnAchievementCompleted(characterID, achievementID)
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if err != nil {
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fmt.Printf("Error processing achievement completion for titles: %v\n", err)
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}
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}
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}
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}
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}
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// processReward processes an achievement reward
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func (am *AchievementManager) processReward(characterID int32, reward achievements.Reward) {
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// Basic reward processing - extend based on reward types
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switch reward.Reward {
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case "title":
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// Award title
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fmt.Printf("Character %d earned a title reward\n", characterID)
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case "item":
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// Award item
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fmt.Printf("Character %d earned an item reward\n", characterID)
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case "experience":
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// Award experience
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fmt.Printf("Character %d earned experience reward\n", characterID)
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default:
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fmt.Printf("Character %d earned reward: %s\n", characterID, reward.Reward)
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}
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}
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// GetAchievement gets an achievement by ID from master list
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func (am *AchievementManager) GetAchievement(achievementID uint32) *achievements.Achievement {
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return am.masterList.GetAchievement(achievementID)
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}
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// GetAchievementsByCategory gets achievements filtered by category
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func (am *AchievementManager) GetAchievementsByCategory(category string) []*achievements.Achievement {
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return am.masterList.GetAchievementsByCategory(category)
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}
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// GetAchievementsByExpansion gets achievements filtered by expansion
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func (am *AchievementManager) GetAchievementsByExpansion(expansion string) []*achievements.Achievement {
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return am.masterList.GetAchievementsByExpansion(expansion)
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}
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// GetPlayerProgress gets player's progress for an achievement
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func (am *AchievementManager) GetPlayerProgress(characterID int32, achievementID uint32) uint32 {
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playerMgr := am.GetPlayerManager(characterID)
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if playerMgr == nil {
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return 0
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}
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return playerMgr.Updates.GetProgress(achievementID)
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}
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// IsPlayerCompleted checks if player has completed an achievement
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func (am *AchievementManager) IsPlayerCompleted(characterID int32, achievementID uint32) bool {
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playerMgr := am.GetPlayerManager(characterID)
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if playerMgr == nil {
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return false
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}
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return playerMgr.Updates.IsCompleted(achievementID)
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}
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// GetPlayerCompletedAchievements gets all completed achievement IDs for a player
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func (am *AchievementManager) GetPlayerCompletedAchievements(characterID int32) []uint32 {
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playerMgr := am.GetPlayerManager(characterID)
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if playerMgr == nil {
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return nil
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}
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return playerMgr.Updates.GetCompletedAchievements()
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}
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// GetPlayerInProgressAchievements gets all in-progress achievement IDs for a player
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func (am *AchievementManager) GetPlayerInProgressAchievements(characterID int32) []uint32 {
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playerMgr := am.GetPlayerManager(characterID)
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if playerMgr == nil {
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return nil
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}
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return playerMgr.Updates.GetInProgressAchievements()
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}
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// GetCompletionPercentage gets completion percentage for player's achievement
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func (am *AchievementManager) GetCompletionPercentage(characterID int32, achievementID uint32) float64 {
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playerMgr := am.GetPlayerManager(characterID)
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if playerMgr == nil {
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return 0.0
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}
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achievement := am.masterList.GetAchievement(achievementID)
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if achievement == nil {
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return 0.0
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}
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return playerMgr.GetCompletionStatus(achievement)
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}
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// RemovePlayerManager removes a player manager (called when player logs out)
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func (am *AchievementManager) RemovePlayerManager(characterID int32) {
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am.mutex.Lock()
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defer am.mutex.Unlock()
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delete(am.playerManagers, characterID)
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}
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// GetStatistics returns achievement system statistics
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func (am *AchievementManager) GetStatistics() map[string]any {
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am.mutex.RLock()
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defer am.mutex.RUnlock()
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stats := map[string]any{
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"total_achievements": am.masterList.Size(),
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"online_players": len(am.playerManagers),
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"categories": am.masterList.GetCategories(),
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"expansions": am.masterList.GetExpansions(),
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}
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return stats
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}
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// Shutdown gracefully shuts down the achievement manager
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func (am *AchievementManager) Shutdown() {
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fmt.Println("Shutting down achievement manager...")
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am.mutex.Lock()
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defer am.mutex.Unlock()
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// Save all player progress before shutdown
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for characterID, playerMgr := range am.playerManagers {
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for _, achievementID := range playerMgr.Updates.GetInProgressAchievements() {
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am.savePlayerProgress(characterID, achievementID, playerMgr)
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}
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}
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// Clear player managers
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am.playerManagers = make(map[int32]*achievements.PlayerManager)
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fmt.Println("Achievement manager shutdown complete")
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}
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