feat: Implement quest reward chest functionality; enhance gift generation and consumption logic, update database schema, and add tests for new behavior

This commit is contained in:
Alexa
2026-07-08 02:40:42 +03:00
parent 2e465af49e
commit 9c1a4a0a56
6 changed files with 267 additions and 36 deletions
@@ -33,6 +33,7 @@ public class AvatarGiftsController(
DorkNetDbContext db,
NotificationService notifications,
LevelService level,
StoreService store,
QuestRewardService questRewards,
PlayerPresenceService presence) : ControllerBase
{
@@ -49,26 +50,42 @@ public class AvatarGiftsController(
return Ok(rows.Select(ToWire));
}
public sealed record GenerateGiftRequest(int? GiftContext);
public sealed record GenerateGiftRequest(int? GiftContext, bool? IsGameGift, int? AlternateGiftContext, string? Message);
/// <summary>POST <c>api/avatar/v2/gifts/generate</c> — server picks
/// a random unlocked-avatar item and queues a gift package. The
/// 2020 client posts to this when the user clicks a free-gift
/// tile or hits a context the client maps to <c>GiftContext</c>.</summary>
/// <summary>POST <c>api/avatar/v2/gifts/generate</c> — the end-of-
/// activity gift box (chest). For a game/quest gift (IsGameGift) the
/// server first tries the quest's configured item pool, keyed by the
/// RRO room the player is in (the request carries no quest id). If
/// that room has no pool — or for non-game free-gift tiles — it falls
/// back to a random wardrobe item. The rolled item is stamped as a
/// gift package; opening the box (<c>gifts/consume</c>) grants it.</summary>
[HttpPost("api/avatar/v2/gifts/generate")]
[Consumes("application/json", "application/x-www-form-urlencoded", "multipart/form-data")]
public async Task<IActionResult> Generate([FromBody] GenerateGiftRequest? req)
{
var pid = this.RequireCurrentPlayerId();
// Pick a random wardrobe StoreItem (Slug starts with
// "wardrobe-" — that's the convention StoreService uses for
// catalogue rows derived from outfits_assets bundles).
var isGameGift = req?.IsGameGift ?? false;
var rng = new Random();
// Quest chest: pick from this room's configured reward pool.
if (isGameGift && presence.GetRoom(pid) is { RoomId: > 0 } room
&& await questRewards.PickForRoomAsync(room.RoomId, rng.Next()) is { } questItem)
{
var gift = BuildGiftFromItem(pid, questItem, req?.GiftContext ?? 0, rng);
gift.SourceStoreItemId = questItem.Id;
db.GiftPackages.Add(gift);
await db.SaveChangesAsync();
await notifications.NotifyAsync(pid, PushNotificationId.GiftPackageReceived, ToWire(gift));
return Ok(ToWire(gift));
}
// Fallback: random wardrobe StoreItem (Slug "wardrobe-{guid}").
var pool = await db.StoreItems
.Where(s => s.IsActive && s.Slug.StartsWith("wardrobe-"))
.Select(s => new { s.Slug, s.DisplayName })
.ToListAsync();
if (pool.Count == 0) return StatusCode(503, "no wardrobe items in catalogue");
var rng = new Random();
var pick = pool[rng.Next(pool.Count)];
var guid = pick.Slug["wardrobe-".Length..];
@@ -76,7 +93,7 @@ public class AvatarGiftsController(
// so the watch's parse-and-iterate doesn't blow up in
// GiftManager.DequeueGift. See AvatarItemsController.cs:31-40
// for the canonical wire-format note.
var gift = new GiftPackageEntity
var randomGift = new GiftPackageEntity
{
RecipientPlayerId = pid,
FromPlayerId = null,
@@ -92,15 +109,57 @@ public class AvatarGiftsController(
IsValid = true,
SupportsCurrentPlatform = true,
};
db.GiftPackages.Add(gift);
db.GiftPackages.Add(randomGift);
await db.SaveChangesAsync();
// Push so the watch shows the new-gift toast.
await notifications.NotifyAsync(pid,
PushNotificationId.GiftPackageReceived, ToWire(gift));
return Ok(ToWire(gift));
PushNotificationId.GiftPackageReceived, ToWire(randomGift));
return Ok(ToWire(randomGift));
}
/// <summary>Build a gift package for a specific store item, filling
/// the wire payload that matches its kind (avatar item vs equipment
/// vs consumable) so <c>gifts/consume</c> grants the right thing.</summary>
private static GiftPackageEntity BuildGiftFromItem(long pid, GiftPackageItem item, int giftContext, Random rng)
{
var gift = new GiftPackageEntity
{
RecipientPlayerId = pid,
FromPlayerId = null,
CurrencyType = 0,
GiftContext = giftContext,
GiftRarity = RollRarity(rng),
Message = $"You earned {item.DisplayName}!",
Platform = -1,
PackageVariant = "Standard",
PackageMaterial = string.Empty,
IsValid = true,
SupportsCurrentPlatform = true,
};
if (StoreService.TryGetAvatarItemPayload(item.Slug, out var avatarItemType, out var avatarItemDesc))
{
gift.AvatarItemType = avatarItemType;
gift.AvatarItemDescOrHairDyeDesc = avatarItemDesc;
}
else if (StoreService.TryGetEquipmentPayload(item.Slug, out var prefab, out var modGuid, out _))
{
gift.EquipmentPrefabName = prefab;
gift.EquipmentModificationGuid = modGuid;
}
else if (StoreService.TryGetConsumableItemDesc(item.Slug, out var consumableDesc))
{
gift.ConsumableItemDesc = consumableDesc;
}
return gift;
}
private static GiftPackageEntity BuildGiftFromItem(long pid, StoreItemEntity item, int giftContext, Random rng) =>
BuildGiftFromItem(pid, new GiftPackageItem(item.Slug, item.DisplayName), giftContext, rng);
private readonly record struct GiftPackageItem(string Slug, string DisplayName);
[HttpPost("api/avatar/v2/gifts/consume/{id:long}")]
public Task<IActionResult> ConsumeViaPath(long id) => ConsumeImpl(id);
@@ -170,6 +229,19 @@ public class AvatarGiftsController(
if (gift.RecipientPlayerId != pid) return Forbid();
if (gift.Consumed) return Ok(ToWire(gift)); // idempotent
// Quest-reward chest: grant the exact backing store item (handles
// avatar / equipment / consumable uniformly, idempotently). The
// per-kind wire-derivation below is skipped for these — the wire
// fields are still populated for the client to render the box.
if (gift.SourceStoreItemId > 0)
{
await store.GrantItemAsync(pid, gift.SourceStoreItemId);
gift.Consumed = true;
gift.ConsumedAt = DateTime.UtcNow;
await db.SaveChangesAsync();
return Ok(ToWire(gift));
}
// Append avatar item to player's inventory list (JSON list of
// GUID strings). Defensive parse — corrupted JSON resets to
// empty list rather than 500.