Files
SVSimServer/SVSim.EmulatedEntrypoint/Controllers/PracticeController.cs
gamer147 652011ea74 refactor(controllers): migrate practice/story/item_purchase to MissionEventKeys
PracticeController.Finish now uses MissionEventKeys.Practice.WinAll — the
counter keys emitted match the catalog's named form (practice_win:elite:arisa
etc.), closing the numeric-vs-named mismatch that had all practice-elite
achievements silently at zero. Also removes the "bridging is a follow-up" TODO.

StoryController.Finish uses MissionEventKeys.Story.ChapterFinishAll for the
same shape. ItemPurchaseController.CounterKey routes through
MissionEventKeys.ItemPurchase so the "item_purchase:" prefix has one owner.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-04 12:59:34 -04:00

145 lines
5.7 KiB
C#

using Microsoft.AspNetCore.Mvc;
using SVSim.Database;
using SVSim.Database.Enums;
using SVSim.EmulatedEntrypoint.Models.Dtos;
using SVSim.Database.Repositories.Globals;
using SVSim.Database.Repositories.Viewer;
using SVSim.Database.Services;
using SVSim.Database.Services.BattleXp;
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;
private readonly IViewerRepository _viewers;
private readonly IBattleXpService _xp;
private readonly SVSimDbContext _db;
public PracticeController(
IGlobalsRepository globalsRepository,
IMissionProgressService missionProgress,
IDeckListBuilder deckListBuilder,
IViewerRepository viewers,
IBattleXpService xp,
SVSimDbContext db)
{
_globalsRepository = globalsRepository;
_missionProgress = missionProgress;
_deckListBuilder = deckListBuilder;
_viewers = viewers;
_xp = xp;
_db = db;
}
/// <summary>
/// /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.
/// </summary>
[HttpPost("info")]
public async Task<List<PracticeOpponent>> 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();
}
/// <summary>
/// /practice/deck_list — same wire shape as /deck/info (the client parses both via
/// DeckGroupListData), so it shares <see cref="IDeckListBuilder"/>. 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.
/// </summary>
[HttpPost("deck_list")]
public async Task<ActionResult<DeckListResponse>> DeckList(DeckFormatRequest request)
{
if (!TryGetViewerId(out long viewerId)) return Unauthorized();
return await _deckListBuilder.BuildAsync(viewerId, Format.All, padEmptySlots: false);
}
/// <summary>
/// /practice/start — server is essentially a no-op for practice. Spec: empty body
/// response is fine; client tolerates missing mission_parameter.
/// </summary>
[HttpPost("start")]
public Task<PracticeStartResponse> Start(BaseRequest request)
{
return Task.FromResult(new PracticeStartResponse());
}
/// <summary>
/// /practice/finish — accept the recovery_data blob without validation; grant class XP
/// (win or loss) via <see cref="IBattleXpService"/> and return the post-state totals.
/// </summary>
[HttpPost("finish")]
public async Task<PracticeFinishResponse> Finish(PracticeFinishRequest request)
{
bool isWin = request.IsWin == 1;
if (!TryGetViewerId(out long viewerId))
{
return new PracticeFinishResponse
{
ClassLevel = 1,
AchievedInfo = new Dictionary<string, object>(),
RewardList = new List<Models.Dtos.Common.Reward>(),
};
}
// Mission/achievement progress hook. Wire values (difficulty int, enemy_class_id int)
// are mapped to catalog-facing names by MissionEventKeys.Practice — the catalog
// authors keys like "practice_win:elite:arisa", so the emitter must match. Wire
// difficulties outside 4/6/7 (elite/elite2/elite3) only advance the top-level counter.
if (isWin)
{
await _missionProgress.RecordEventAsync(
viewerId,
MissionEventKeys.Practice.WinAll(request.Difficulty, request.EnemyClassId));
}
int gainXp = 0, totalXp = 0, level = 1;
var viewer = await _viewers.LoadForBattleXpGrantAsync(viewerId);
if (viewer is not null)
{
var xp = await _xp.GrantAsync(viewer, request.ClassId, isWin, BattleXpMode.Practice);
await _db.SaveChangesAsync();
gainXp = xp.GetXp;
totalXp = xp.TotalXp;
level = xp.Level == 0 ? 1 : xp.Level;
}
return new PracticeFinishResponse
{
GetClassExperience = gainXp,
ClassExperience = totalXp,
ClassLevel = level,
AchievedInfo = new Dictionary<string, object>(),
RewardList = new List<Models.Dtos.Common.Reward>()
};
}
}