feat(missions): emit progress events on story/finish and practice/finish
Story emits story_chapter_finish:<main|limited|event>:<story_id>. Practice emits practice_win:<difficulty>:<enemy_class_id> on win only. Practice catalog rows use opponent NAMES (e.g. practice_win:elite:arisa) not numeric class_ids, so captured catalog rows won't match yet. The infrastructure is in place; bridging numeric→name is a follow-up. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -7,6 +7,7 @@ using SVSim.EmulatedEntrypoint.Models.Dtos.Requests;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Requests.Common;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Requests.Practice;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Responses.Practice;
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using SVSim.EmulatedEntrypoint.Services;
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namespace SVSim.EmulatedEntrypoint.Controllers;
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@@ -14,11 +15,16 @@ public class PracticeController : SVSimController
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{
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private readonly IDeckRepository _deckRepository;
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private readonly IGlobalsRepository _globalsRepository;
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private readonly IMissionProgressService _missionProgress;
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public PracticeController(IDeckRepository deckRepository, IGlobalsRepository globalsRepository)
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public PracticeController(
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IDeckRepository deckRepository,
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IGlobalsRepository globalsRepository,
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IMissionProgressService missionProgress)
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{
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_deckRepository = deckRepository;
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_globalsRepository = globalsRepository;
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_missionProgress = missionProgress;
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}
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/// <summary>
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@@ -83,15 +89,29 @@ public class PracticeController : SVSimController
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/// XP / no rewards. Class XP bookkeeping is deferred until a per-class XP store exists.
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/// </summary>
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[HttpPost("finish")]
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public Task<PracticeFinishResponse> Finish(PracticeFinishRequest request)
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public async Task<PracticeFinishResponse> Finish(PracticeFinishRequest request)
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{
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return Task.FromResult(new PracticeFinishResponse
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// Mission/achievement progress hook. Catalog rows for practice_win achievements use
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// opponent NAMES (e.g. "practice_win:elite:arisa") — we only have numeric class_id /
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// difficulty here, so we emit numeric forms. Bridging numeric→name to match captured
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// catalog rows is a follow-up; the infrastructure is in place.
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if (request.IsWin == 1 && TryGetViewerId(out long viewerId))
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{
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await _missionProgress.RecordEventAsync(viewerId, new[]
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{
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"practice_win",
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$"practice_win:{request.Difficulty}",
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$"practice_win:{request.Difficulty}:{request.EnemyClassId}",
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});
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}
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return new PracticeFinishResponse
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{
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GetClassExperience = 0,
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ClassExperience = 0,
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ClassLevel = 1,
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AchievedInfo = new Dictionary<string, object>(),
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RewardList = new List<Models.Dtos.Common.Reward>()
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});
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};
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}
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}
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@@ -11,7 +11,12 @@ namespace SVSim.EmulatedEntrypoint.Controllers;
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public class StoryController : SVSimController
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{
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private readonly IStoryService _service;
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public StoryController(IStoryService service) { _service = service; }
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private readonly IMissionProgressService _missionProgress;
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public StoryController(IStoryService service, IMissionProgressService missionProgress)
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{
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_service = service;
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_missionProgress = missionProgress;
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}
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[HttpPost("/story/section")]
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[HttpPost("/main_story/section")]
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@@ -65,7 +70,28 @@ public class StoryController : SVSimController
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public async Task<ActionResult<FinishResponse>> Finish(FinishRequest req)
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{
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if (!TryGetViewerId(out long vid)) return Unauthorized();
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return await _service.FinishAsync(ResolveApiType(), req, vid);
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var result = await _service.FinishAsync(ResolveApiType(), req, vid);
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// Emit story-chapter-finish events for mission/achievement progress.
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var apiType = ResolveApiType();
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var prefix = apiType switch
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{
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StoryApiType.Main => "main",
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StoryApiType.Limited => "limited",
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StoryApiType.Event => "event",
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_ => null,
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};
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if (prefix is not null && req.StoryId != 0)
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{
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await _missionProgress.RecordEventAsync(vid, new[]
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{
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"story_chapter_finish",
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$"story_chapter_finish:{prefix}",
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$"story_chapter_finish:{prefix}:{req.StoryId}",
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});
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}
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return result;
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}
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[HttpPost("/main_story/all_finish")]
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