feat(story): populate build/trial/default deck lists on get_deck_list

Wire IBuildDeckRepository into StoryService; GetDeckListAsync now looks
up the chapter's CharaId, fetches class-specific prebuilt/trial decks via
GetStoryDecksByClass, and loads all DefaultDecks for default_deck_list.
Class guard (1-8) leaves build/trial empty for non-class chapters, matching
prod behaviour.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-05-29 10:47:20 -04:00
parent 6a507553d1
commit 66dc0cc657
3 changed files with 157 additions and 4 deletions

View File

@@ -1,12 +1,16 @@
using Microsoft.EntityFrameworkCore;
using Microsoft.Extensions.Logging;
using System.Text.Json;
using SVSim.Database;
using SVSim.Database.Entities.Story;
using SVSim.Database.Enums;
using SVSim.Database.Models.Config;
using SVSim.Database.Repositories.Deck;
using SVSim.Database.Repositories.BuildDeck;
using SVSim.Database.Services;
using SVSim.Database.Repositories.Story;
using SVSim.EmulatedEntrypoint.Models.Dtos;
using SVSim.EmulatedEntrypoint.Models.Dtos.Common;
using SVSim.EmulatedEntrypoint.Models.Dtos.Story;
namespace SVSim.EmulatedEntrypoint.Services;
@@ -19,6 +23,7 @@ public class StoryService : IStoryService
private readonly SVSimDbContext _db;
private readonly IGameConfigService _configService;
private readonly IDeckRepository _deckRepository;
private readonly IBuildDeckRepository _buildDecks;
private readonly ILogger<StoryService> _logger;
public StoryService(
@@ -28,6 +33,7 @@ public class StoryService : IStoryService
SVSimDbContext db,
IGameConfigService configService,
IDeckRepository deckRepository,
IBuildDeckRepository buildDecks,
ILogger<StoryService> logger)
{
_master = master;
@@ -36,6 +42,7 @@ public class StoryService : IStoryService
_db = db;
_configService = configService;
_deckRepository = deckRepository;
_buildDecks = buildDecks;
_logger = logger;
}
@@ -344,16 +351,85 @@ public class StoryService : IStoryService
{
var byFormat = await _deckRepository.GetDecksByFormats(
viewerId, new[] { SVSim.Database.Enums.Format.Rotation, SVSim.Database.Enums.Format.Unlimited });
return new GetDeckListResponse
var resp = new GetDeckListResponse
{
UserDeckRotation = byFormat[SVSim.Database.Enums.Format.Rotation]
.Select(d => new SVSim.EmulatedEntrypoint.Models.Dtos.UserDeck(d)).ToList(),
.Select(d => new UserDeck(d)).ToList(),
UserDeckUnlimited = byFormat[SVSim.Database.Enums.Format.Unlimited]
.Select(d => new SVSim.EmulatedEntrypoint.Models.Dtos.UserDeck(d)).ToList(),
BuildDeckList = new List<BuildDeck>(), // v1: empty
.Select(d => new UserDeck(d)).ToList(),
MaintenanceCardList = new List<long>(),
};
// The chapter's leader (CharaId == class_id 1-8 for standard classes) drives which
// prebuilt/trial decks the story deck-select shows. Non-class chapters (custom leaders,
// chara_id outside 1-8) get empty build/trial lists, matching prod.
var chapter = await _master.GetChapterByIdAsync(storyId);
int classId = chapter?.CharaId ?? 0;
if (classId is >= 1 and <= 8)
{
var storyDecks = await _buildDecks.GetStoryDecksByClass(classId);
resp.BuildDeckList = storyDecks
.Where(d => d.Kind == StoryDeckKind.Build)
.Select(ToBuildDeck).ToList();
resp.TrialDeckList = storyDecks
.Where(d => d.Kind == StoryDeckKind.Trial)
.Select(ToTrialDeck).ToList();
}
// default_deck_list — all 8 starter decks, keyed by deck_no string (same shape as /deck/info).
var defaults = await _db.DefaultDecks.OrderBy(d => d.Id).ToListAsync();
resp.DefaultDeckList = defaults.ToDictionary(
d => d.Id.ToString(),
d => new DefaultDeck
{
DeckNo = d.DeckNo,
ClassId = d.ClassId,
SleeveId = d.SleeveId,
LeaderSkinId = d.LeaderSkinId,
DeckName = d.DeckName,
CardIdArray = JsonSerializer.Deserialize<List<long>>(d.CardIdArray) ?? new(),
IsCompleteDeck = 1,
IsAvailableDeck = 1,
MaintenanceCardIds = new(),
});
return resp;
}
private static BuildDeck ToBuildDeck(StoryDeckView d) => new()
{
DeckNo = d.DeckNo,
OrderNum = d.OrderNum,
ClassId = d.ClassId,
SleeveId = d.SleeveId,
LeaderSkinId = d.LeaderSkinId,
EntryNo = d.EntryNo,
CreateDeckTime = null,
DeckName = d.DeckName,
CardIdArray = d.CardIdArray,
IsCompleteDeck = 1,
IsAvailableDeck = 1,
MaintenanceCardIds = new(),
IsRecommend = d.IsRecommend,
};
private static TrialDeck ToTrialDeck(StoryDeckView d) => new()
{
DeckNo = d.DeckNo,
ClassId = d.ClassId,
SleeveId = d.SleeveId,
LeaderSkinId = d.LeaderSkinId,
DeckName = d.DeckName,
CardIdArray = d.CardIdArray,
IsCompleteDeck = 1,
RestrictedCardExists = false,
IsAvailableDeck = 1,
MaintenanceCardIds = new(),
IsIncludeUnPossessionCard = false,
DeckFormat = d.DeckFormat ?? 0,
IsRecommend = d.IsRecommend,
};
public async Task<StartResponse> StartAsync(StoryApiType apiType, int[] storyIds, long viewerId)
{
var resp = new StartResponse();