using Microsoft.AspNetCore.Mvc; using SVSim.Database.Enums; using SVSim.EmulatedEntrypoint.Models.Dtos; using SVSim.Database.Repositories.Globals; using SVSim.EmulatedEntrypoint.Models.Dtos.Requests; using SVSim.EmulatedEntrypoint.Models.Dtos.Requests.Common; using SVSim.EmulatedEntrypoint.Models.Dtos.Requests.Practice; using SVSim.EmulatedEntrypoint.Models.Dtos.Responses.Deck; using SVSim.EmulatedEntrypoint.Models.Dtos.Responses.Practice; using SVSim.EmulatedEntrypoint.Services; namespace SVSim.EmulatedEntrypoint.Controllers; public class PracticeController : SVSimController { private readonly IGlobalsRepository _globalsRepository; private readonly IMissionProgressService _missionProgress; private readonly IDeckListBuilder _deckListBuilder; public PracticeController( IGlobalsRepository globalsRepository, IMissionProgressService missionProgress, IDeckListBuilder deckListBuilder) { _globalsRepository = globalsRepository; _missionProgress = missionProgress; _deckListBuilder = deckListBuilder; } /// /// /practice/info — returns the AI opponent catalog. Response data is a JSON array /// directly (not wrapped in an object), per spec. Backed by PracticeOpponents table, /// seeded by SVSim.Bootstrap from seeds/practice-opponents.json. /// [HttpPost("info")] public async Task> Info(BaseRequest request) { var rows = await _globalsRepository.GetPracticeOpponents(); return rows.Select(e => new PracticeOpponent { PracticeId = e.PracticeId, TextId = e.TextId, ClassId = e.ClassId, CharaId = e.CharaId, DegreeId = e.DegreeId, AiDeckLevel = e.AiDeckLevel, AiLogicLevel = e.AiLogicLevel, AiMaxLife = e.AiMaxLife, Battle3dFieldId = e.Battle3dFieldId, IsMaintenance = e.IsMaintenance, IsCampaignPractice = e.IsCampaignPractice, }).ToList(); } /// /// /practice/deck_list — same wire shape as /deck/info (the client parses both via /// DeckGroupListData), so it shares . Always All-format per spec. /// Unlike /deck/info this is a deck *select* screen, so empty "New Deck" slots are NOT padded /// (padEmptySlots: false) — prod's practice capture returns the viewer's real decks unpadded, /// plus the 8 per-class default decks and per-class leader-skin settings. The builder loads /// decks via IDeckRepository (DeckCard.Card Included), so card_id_array carries real ids rather /// than the 40 zeros that NRE the client's SBattleLoad.InitPlayer. /// [HttpPost("deck_list")] public async Task> DeckList(DeckFormatRequest request) { if (!TryGetViewerId(out long viewerId)) return Unauthorized(); return await _deckListBuilder.BuildAsync(viewerId, Format.All, padEmptySlots: false); } /// /// /practice/start — server is essentially a no-op for practice. Spec: empty body /// response is fine; client tolerates missing mission_parameter. /// [HttpPost("start")] public Task Start(BaseRequest request) { return Task.FromResult(new PracticeStartResponse()); } /// /// /practice/finish — accept the recovery_data blob without validation; return zero /// XP / no rewards. Class XP bookkeeping is deferred until a per-class XP store exists. /// [HttpPost("finish")] public async Task Finish(PracticeFinishRequest request) { // Mission/achievement progress hook. Catalog rows for practice_win achievements use // opponent NAMES (e.g. "practice_win:elite:arisa") — we only have numeric class_id / // difficulty here, so we emit numeric forms. Bridging numeric→name to match captured // catalog rows is a follow-up; the infrastructure is in place. if (request.IsWin == 1 && TryGetViewerId(out long viewerId)) { await _missionProgress.RecordEventAsync(viewerId, new[] { "practice_win", $"practice_win:{request.Difficulty}", $"practice_win:{request.Difficulty}:{request.EnemyClassId}", }); } return new PracticeFinishResponse { GetClassExperience = 0, ClassExperience = 0, ClassLevel = 1, AchievedInfo = new Dictionary(), RewardList = new List() }; } }