Close DDD cleanup and tests-support closure
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@@ -1,3 +1,177 @@
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//! 运行时物品应用编排过渡落位。
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//! 运行时物品应用编排。
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//!
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//! 这里只返回奖励结果、记录快照和待写入背包事件。
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use crate::commands::TreasureResolveInput;
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use crate::domain::{
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RuntimeItemEquipmentSlot, RuntimeItemRewardItemRarity, RuntimeItemRewardItemSnapshot,
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TreasureRecordSnapshot,
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};
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use crate::errors::TreasureFieldError;
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use module_inventory::{
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InventoryEquipmentSlot, InventoryItemRarity, InventoryItemSnapshot, InventoryItemSourceKind,
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};
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use serde::{Deserialize, Serialize};
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use shared_kernel::{
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normalize_optional_string as normalize_shared_optional_string, normalize_required_string,
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normalize_string_list as normalize_shared_string_list,
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};
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#[cfg(feature = "spacetime-types")]
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use spacetimedb::SpacetimeType;
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#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
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#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub struct TreasureRecordProcedureResult {
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pub ok: bool,
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pub record: Option<TreasureRecordSnapshot>,
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pub error_message: Option<String>,
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}
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pub fn build_treasure_record_snapshot(
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input: TreasureResolveInput,
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) -> Result<TreasureRecordSnapshot, TreasureFieldError> {
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validate_treasure_input(&input)?;
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Ok(TreasureRecordSnapshot {
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treasure_record_id: input.treasure_record_id,
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runtime_session_id: input.runtime_session_id,
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story_session_id: input.story_session_id,
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actor_user_id: input.actor_user_id,
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encounter_id: input.encounter_id,
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encounter_name: input.encounter_name,
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scene_id: normalize_optional_value(input.scene_id),
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scene_name: normalize_optional_value(input.scene_name),
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action: input.action,
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reward_items: input
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.reward_items
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.into_iter()
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.map(normalize_reward_item)
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.collect::<Result<Vec<_>, _>>()?,
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reward_hp: input.reward_hp,
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reward_mana: input.reward_mana,
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reward_currency: input.reward_currency,
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story_hint: normalize_optional_value(input.story_hint),
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created_at_micros: input.created_at_micros,
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updated_at_micros: input.updated_at_micros,
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})
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}
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pub fn build_inventory_item_snapshot_from_reward_item(
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treasure_record_id: &str,
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reward_item: RuntimeItemRewardItemSnapshot,
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) -> Result<InventoryItemSnapshot, TreasureFieldError> {
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let treasure_record_id = normalize_required_value(
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treasure_record_id.to_string(),
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TreasureFieldError::MissingTreasureRecordId,
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)?;
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let reward_item = normalize_reward_item(reward_item)?;
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Ok(InventoryItemSnapshot {
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item_id: reward_item.item_id,
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category: reward_item.category,
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name: reward_item.item_name,
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description: reward_item.description,
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quantity: reward_item.quantity,
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rarity: map_reward_item_rarity(reward_item.rarity),
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tags: reward_item.tags,
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stackable: reward_item.stackable,
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stack_key: reward_item.stack_key,
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equipment_slot_id: reward_item
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.equipment_slot_id
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.map(map_reward_item_equipment_slot),
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source_kind: InventoryItemSourceKind::TreasureReward,
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source_reference_id: Some(treasure_record_id),
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})
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}
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pub fn normalize_reward_item_snapshot(
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reward_item: RuntimeItemRewardItemSnapshot,
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) -> Result<RuntimeItemRewardItemSnapshot, TreasureFieldError> {
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normalize_reward_item(reward_item)
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}
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fn validate_treasure_input(input: &TreasureResolveInput) -> Result<(), TreasureFieldError> {
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if input.treasure_record_id.trim().is_empty() {
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return Err(TreasureFieldError::MissingTreasureRecordId);
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}
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if input.runtime_session_id.trim().is_empty() {
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return Err(TreasureFieldError::MissingRuntimeSessionId);
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}
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if input.story_session_id.trim().is_empty() {
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return Err(TreasureFieldError::MissingStorySessionId);
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}
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if input.actor_user_id.trim().is_empty() {
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return Err(TreasureFieldError::MissingActorUserId);
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}
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if input.encounter_id.trim().is_empty() {
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return Err(TreasureFieldError::MissingEncounterId);
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}
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if input.encounter_name.trim().is_empty() {
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return Err(TreasureFieldError::MissingEncounterName);
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}
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Ok(())
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}
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fn normalize_optional_value(value: Option<String>) -> Option<String> {
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normalize_shared_optional_string(value)
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}
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fn normalize_reward_item(
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mut item: RuntimeItemRewardItemSnapshot,
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) -> Result<RuntimeItemRewardItemSnapshot, TreasureFieldError> {
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item.item_id = normalize_required_value(item.item_id, TreasureFieldError::MissingRewardItemId)?;
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item.category =
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normalize_required_value(item.category, TreasureFieldError::MissingRewardItemCategory)?;
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item.item_name =
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normalize_required_value(item.item_name, TreasureFieldError::MissingRewardItemName)?;
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item.description = normalize_optional_value(item.description);
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if item.quantity == 0 {
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return Err(TreasureFieldError::InvalidRewardItemQuantity);
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}
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if !item.stackable && item.quantity != 1 {
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return Err(TreasureFieldError::RewardNonStackableItemMustStaySingleQuantity);
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}
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if item.equipment_slot_id.is_some() && item.stackable {
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return Err(TreasureFieldError::RewardEquipmentItemCannotStack);
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}
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item.tags = normalize_string_list(item.tags);
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item.stack_key = if item.stackable {
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normalize_required_value(
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item.stack_key,
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TreasureFieldError::MissingRewardItemStackKey,
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)?
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} else {
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normalize_optional_value(Some(item.stack_key)).unwrap_or_else(|| item.item_id.clone())
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};
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Ok(item)
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}
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fn normalize_required_value(
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value: String,
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error: TreasureFieldError,
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) -> Result<String, TreasureFieldError> {
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normalize_required_string(value).ok_or(error)
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}
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fn normalize_string_list(values: Vec<String>) -> Vec<String> {
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normalize_shared_string_list(values)
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}
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fn map_reward_item_rarity(rarity: RuntimeItemRewardItemRarity) -> InventoryItemRarity {
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match rarity {
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RuntimeItemRewardItemRarity::Common => InventoryItemRarity::Common,
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RuntimeItemRewardItemRarity::Uncommon => InventoryItemRarity::Uncommon,
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RuntimeItemRewardItemRarity::Rare => InventoryItemRarity::Rare,
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RuntimeItemRewardItemRarity::Epic => InventoryItemRarity::Epic,
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RuntimeItemRewardItemRarity::Legendary => InventoryItemRarity::Legendary,
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}
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}
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fn map_reward_item_equipment_slot(slot: RuntimeItemEquipmentSlot) -> InventoryEquipmentSlot {
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match slot {
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RuntimeItemEquipmentSlot::Weapon => InventoryEquipmentSlot::Weapon,
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RuntimeItemEquipmentSlot::Armor => InventoryEquipmentSlot::Armor,
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RuntimeItemEquipmentSlot::Relic => InventoryEquipmentSlot::Relic,
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}
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}
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