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feat: Implement quest reward system with item selection and storage; update related services and database schema
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using System.Text.Json;
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using Microsoft.EntityFrameworkCore;
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using DorkNet.Server.Data;
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using DorkNet.Server.Data.Entities;
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namespace DorkNet.Server.Services;
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/// <summary>
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/// Per-quest reward chest contents. The end-of-quest gift box
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/// (RRO quest / Stunt Runner) is the existing <c>gifts/generate</c> +
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/// <c>gifts/consume</c> flow: the client asks the server to generate a
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/// gift, the box spawns showing it, and opening it grants the item.
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///
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/// The generate request carries no quest id (only GiftContext /
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/// IsGameGift / Message), so the quest is identified by the room the
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/// player is in — <see cref="PlayerPresenceService.GetRoom"/>. This
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/// service maps that room id to the quest's item pool
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/// (<c>data/quest_rewards.json</c>) and resolves one to a real store
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/// item to award. When a room has no configured pool the caller falls
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/// back to the generic random-wardrobe gift.
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/// </summary>
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public sealed class QuestRewardService(DorkNetDbContext db)
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{
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private sealed class QuestRewardFile
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{
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public Dictionary<string, List<string>> rooms { get; set; } = new();
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}
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private static readonly Lazy<Dictionary<long, List<string>>> _map = new(Load);
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/// <summary>Room id → candidate item slugs for that quest's chest.</summary>
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public static IReadOnlyDictionary<long, List<string>> Map => _map.Value;
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public static bool HasRewardsForRoom(long roomId) =>
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Map.TryGetValue(roomId, out var slugs) && slugs.Count > 0;
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/// <summary>Resolve one active store item for the quest chest in
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/// <paramref name="roomId"/>, chosen deterministically from
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/// <paramref name="seed"/> so repeated generate calls in the same
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/// context are stable. Returns null when the room has no configured
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/// pool or none of its slugs resolve to an active item.</summary>
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public async Task<StoreItemEntity?> PickForRoomAsync(long roomId, int seed)
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{
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if (!Map.TryGetValue(roomId, out var slugs) || slugs.Count == 0) return null;
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var items = await db.StoreItems
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.Where(i => i.IsActive && slugs.Contains(i.Slug))
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.ToListAsync();
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if (items.Count == 0) return null;
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// Order deterministically by (id, seed) hash so the same room +
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// seed always yields the same pick without persisting state.
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return items
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.OrderBy(i => HashCode.Combine(i.Id, seed))
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.First();
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}
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private static Dictionary<long, List<string>> Load()
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{
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var candidates = new[]
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{
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Path.Combine(AppContext.BaseDirectory, "data", "quest_rewards.json"),
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Path.Combine(AppContext.BaseDirectory, "Data", "quest_rewards.json"),
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Path.Combine(Directory.GetCurrentDirectory(), "data", "quest_rewards.json"),
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Path.Combine(Directory.GetCurrentDirectory(), "DorkNet.Server", "Data", "quest_rewards.json"),
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};
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var path = candidates.FirstOrDefault(File.Exists);
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if (path is null) return new();
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try
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{
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using var fs = File.OpenRead(path);
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var data = JsonSerializer.Deserialize<QuestRewardFile>(fs,
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new JsonSerializerOptions { PropertyNameCaseInsensitive = true }) ?? new QuestRewardFile();
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var map = new Dictionary<long, List<string>>();
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foreach (var (key, slugs) in data.rooms)
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{
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if (!long.TryParse(key, out var roomId)) continue;
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var clean = (slugs ?? new())
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.Where(s => !string.IsNullOrWhiteSpace(s))
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.Select(s => s.Trim())
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.Distinct(StringComparer.OrdinalIgnoreCase)
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.ToList();
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if (clean.Count > 0) map[roomId] = clean;
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}
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return map;
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}
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catch
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{
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return new();
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}
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}
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}
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