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Genarrative/server-rs/crates/module-runtime-story/src/npc_support.rs

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use serde_json::{Map, Value, json};
use shared_contracts::runtime_story::{
RuntimeNpcGiftItemView, RuntimeNpcGiftView, RuntimeNpcInteractionView, RuntimeNpcTradeItemView,
RuntimeNpcTradeView,
};
use crate::{
MAX_TASK5_COMPANIONS, ensure_json_object, item_rarity_key, normalize_required_string,
read_array_field, read_bool_field, read_i32_field, read_inventory_item_name, read_object_field,
read_optional_string_field, read_required_string_field,
};
pub fn resolve_npc_gift_affinity_gain(item: &Value) -> i32 {
let rarity_score = match item_rarity_key(item).as_str() {
"legendary" => 5,
"epic" => 4,
"rare" => 3,
"uncommon" => 2,
_ => 1,
};
let tags = read_array_field(item, "tags")
.into_iter()
.filter_map(|tag| tag.as_str().map(|value| value.to_string()))
.collect::<Vec<_>>();
let mana_bonus = if tags.iter().any(|tag| tag == "mana") {
3
} else {
0
};
let healing_bonus = if tags.iter().any(|tag| tag == "healing") {
3
} else {
0
};
(4 + rarity_score * 3 + mana_bonus + healing_bonus).min(24)
}
pub fn build_npc_gift_result_text(
npc_name: &str,
item: &Value,
affinity_gain: i32,
next_affinity: i32,
) -> String {
let shift_text = if affinity_gain >= 12 {
"态度一下子软化了许多"
} else if affinity_gain >= 8 {
"态度明显和缓下来"
} else if affinity_gain >= 5 {
"态度比先前亲近了一些"
} else {
"态度略微放松了些"
};
let affinity_text = if next_affinity >= 90 {
"对你高度信赖,言谈间明显亲近,几乎已经把你当成自己人。"
} else if next_affinity >= 60 {
"对你已经建立起稳固信任,愿意进一步合作。"
} else if next_affinity >= 30 {
"对你的态度明显友善了许多,也更愿意正常交流。"
} else if next_affinity >= 15 {
"戒备开始松动,愿意试探性地配合你的节奏。"
} else if next_affinity >= 0 {
"仍保持明显距离,只会给出谨慎而有限的回应。"
} else {
"关系已经降到冰点,对你几乎不再保留善意。"
};
format!(
"{}收下了{}{}{}",
npc_name,
read_inventory_item_name(item),
shift_text,
affinity_text
)
}
fn inventory_item_value(item: &Value) -> i32 {
if let Some(explicit_value) = read_i32_field(item, "value") {
return explicit_value.max(8);
}
let rarity_base = match item_rarity_key(item).as_str() {
"legendary" => 168,
"epic" => 92,
"rare" => 48,
"uncommon" => 24,
_ => 12,
};
let category = read_optional_string_field(item, "category").unwrap_or_default();
let tags = read_array_field(item, "tags")
.into_iter()
.filter_map(|tag| tag.as_str().map(|value| value.to_string()))
.collect::<Vec<_>>();
let mut value = rarity_base;
if tags.iter().any(|tag| tag == "weapon") {
value += 14;
}
if tags.iter().any(|tag| tag == "armor") {
value += 12;
}
if tags.iter().any(|tag| tag == "relic") {
value += 16;
}
if tags.iter().any(|tag| tag == "mana") {
value += 8;
}
if tags.iter().any(|tag| tag == "healing") {
value += 8;
}
if tags.iter().any(|tag| tag == "material") {
value += 4;
}
if category.contains("专属") {
value += 10;
}
value.max(8)
}
fn discount_tier_for_affinity(affinity: i32) -> i32 {
if affinity >= 90 {
3
} else if affinity >= 60 {
2
} else if affinity >= 30 {
1
} else {
0
}
}
pub fn npc_purchase_price(item: &Value, affinity: i32) -> i32 {
let discount_multiplier = 1.0 - f64::from(discount_tier_for_affinity(affinity)) * 0.08;
(f64::from(inventory_item_value(item)) * discount_multiplier)
.round()
.max(6.0) as i32
}
pub fn npc_buyback_price(item: &Value, affinity: i32) -> i32 {
let buyback_multiplier = 0.4 + f64::from(discount_tier_for_affinity(affinity)) * 0.06;
(f64::from(inventory_item_value(item)) * buyback_multiplier)
.round()
.max(4.0) as i32
}
pub fn trade_quantity_suffix(quantity: i32) -> String {
if quantity > 1 {
format!(" x{quantity}")
} else {
String::new()
}
}
fn currency_name_for_world(world_type: Option<&str>) -> String {
match world_type {
Some("XIANXIA") => "灵石",
Some("WUXIA") => "铜钱",
_ => "钱币",
}
.to_string()
}
fn read_runtime_npc_state<'a>(
game_state: &'a Value,
encounter_id: &str,
npc_name: &str,
) -> Option<&'a Value> {
let npc_states = read_object_field(game_state, "npcStates")?;
npc_states
.get(encounter_id)
.or_else(|| npc_states.get(npc_name))
}
fn read_item_id(item: &Value) -> Option<String> {
read_required_string_field(item, "id")
}
fn sanitize_item_for_view(item: &Value) -> Value {
let mut item = item.clone();
if let Some(object) = item.as_object_mut() {
object.retain(|key, _| key != "__internal");
}
item
}
fn build_trade_item_view(params: BuildTradeItemViewParams<'_>) -> RuntimeNpcTradeItemView {
let quantity = read_i32_field(params.item, "quantity").unwrap_or(0).max(0);
let unit_price = match params.mode {
"buy" => npc_purchase_price(params.item, params.affinity),
_ => npc_buyback_price(params.item, params.affinity),
};
let mut reason = None;
if quantity <= 0 {
reason = Some(if params.mode == "buy" {
"NPC 库存不足。".to_string()
} else {
"背包数量不足。".to_string()
});
} else if params.mode == "buy" && params.player_currency < unit_price {
reason = Some("当前钱币不足。".to_string());
}
RuntimeNpcTradeItemView {
item_id: params.item_id.to_string(),
item: sanitize_item_for_view(params.item),
mode: params.mode.to_string(),
unit_price,
max_quantity: quantity,
can_submit: reason.is_none(),
reason,
}
}
struct BuildTradeItemViewParams<'a> {
item_id: &'a str,
item: &'a Value,
mode: &'a str,
affinity: i32,
player_currency: i32,
}
/// 编译 NPC 交易 / 送礼展示用 view。
///
/// 中文注释:这份 view 只服务前端展示与按钮状态,正式结算仍会在
/// `resolve_npc_trade_action` / `resolve_npc_gift_action` 中重新校验。
pub fn build_runtime_npc_interaction_view(game_state: &Value) -> Option<RuntimeNpcInteractionView> {
if read_bool_field(game_state, "inBattle").unwrap_or(false) {
return None;
}
if !read_bool_field(game_state, "npcInteractionActive").unwrap_or(false) {
return None;
}
let encounter = read_object_field(game_state, "currentEncounter")?;
if read_required_string_field(encounter, "kind").as_deref() != Some("npc") {
return None;
}
let npc_name = read_optional_string_field(encounter, "npcName")
.or_else(|| read_optional_string_field(encounter, "name"))
.unwrap_or_else(|| "当前角色".to_string());
let npc_id = read_optional_string_field(encounter, "id").unwrap_or_else(|| npc_name.clone());
let npc_state = read_runtime_npc_state(game_state, npc_id.as_str(), npc_name.as_str())?;
let affinity = read_i32_field(npc_state, "affinity").unwrap_or(0);
let player_currency = read_i32_field(game_state, "playerCurrency")
.unwrap_or(0)
.max(0);
let currency_name =
currency_name_for_world(read_optional_string_field(game_state, "worldType").as_deref());
let buy_items = read_array_field(npc_state, "inventory")
.into_iter()
.filter_map(|item| {
let item_id = read_item_id(item)?;
Some(build_trade_item_view(BuildTradeItemViewParams {
item_id: item_id.as_str(),
item,
mode: "buy",
affinity,
player_currency,
}))
})
.collect::<Vec<_>>();
let sell_items = read_array_field(game_state, "playerInventory")
.into_iter()
.filter_map(|item| {
let item_id = read_item_id(item)?;
Some(build_trade_item_view(BuildTradeItemViewParams {
item_id: item_id.as_str(),
item,
mode: "sell",
affinity,
player_currency,
}))
})
.collect::<Vec<_>>();
let gift_items = read_array_field(game_state, "playerInventory")
.into_iter()
.filter_map(|item| {
let item_id = read_item_id(item)?;
let quantity = read_i32_field(item, "quantity").unwrap_or(0).max(0);
let reason = if quantity <= 0 {
Some("背包里没有这件可赠送的物品。".to_string())
} else {
None
};
Some(RuntimeNpcGiftItemView {
item_id,
item: sanitize_item_for_view(item),
affinity_gain: resolve_npc_gift_affinity_gain(item),
can_submit: reason.is_none(),
reason,
})
})
.collect::<Vec<_>>();
Some(RuntimeNpcInteractionView {
npc_id,
npc_name,
player_currency,
currency_name,
trade: RuntimeNpcTradeView {
buy_items,
sell_items,
},
gift: RuntimeNpcGiftView { items: gift_items },
})
}
/// 将 NPC 交互 view 写入快照 JSON方便旧前端在 hydrated snapshot 上直接读取。
pub fn write_runtime_npc_interaction_view(game_state: &mut Value) {
let view = build_runtime_npc_interaction_view(game_state);
let root = ensure_json_object(game_state);
match view {
Some(view) => {
let value = serde_json::to_value(view).unwrap_or_else(|_| Value::Object(Map::new()));
root.insert("runtimeNpcInteraction".to_string(), value);
}
None => {
root.remove("runtimeNpcInteraction");
}
}
}
fn add_companion_if_absent(
game_state: &mut Value,
npc_id: &str,
character_id: Option<String>,
joined_at_affinity: i32,
) {
let root = ensure_json_object(game_state);
let companions = root
.entry("companions".to_string())
.or_insert_with(|| Value::Array(Vec::new()));
if !companions.is_array() {
*companions = Value::Array(Vec::new());
}
let items = companions
.as_array_mut()
.expect("companions should be array");
if items
.iter()
.any(|item| read_optional_string_field(item, "npcId").is_some_and(|value| value == npc_id))
{
return;
}
items.push(json!({
"npcId": npc_id,
"characterId": character_id,
"joinedAtAffinity": joined_at_affinity,
}));
}
fn remove_companion_by_npc_id(game_state: &mut Value, npc_id: &str) -> Option<Value> {
let root = ensure_json_object(game_state);
let companions = root
.entry("companions".to_string())
.or_insert_with(|| Value::Array(Vec::new()));
if !companions.is_array() {
*companions = Value::Array(Vec::new());
}
let items = companions
.as_array_mut()
.expect("companions should be array");
let index = items.iter().position(|item| {
read_optional_string_field(item, "npcId").is_some_and(|value| value == npc_id)
})?;
Some(items.remove(index))
}
/// 当前主链先只维护一个轻量队伍名单,继续复用既有前端的满员换队语义。
pub fn recruit_companion_to_party(
game_state: &mut Value,
npc_id: &str,
joined_at_affinity: i32,
release_npc_id: Option<&str>,
) -> Result<Option<String>, String> {
let companion_count = read_array_field(game_state, "companions").len();
if companion_count < MAX_TASK5_COMPANIONS {
add_companion_if_absent(game_state, npc_id, None, joined_at_affinity);
return Ok(None);
}
let Some(release_npc_id) = release_npc_id.and_then(normalize_required_string) else {
return Err("队伍已满时必须明确指定一名离队同伴".to_string());
};
let released_companion = remove_companion_by_npc_id(game_state, release_npc_id.as_str())
.ok_or_else(|| "指定的离队同伴不存在,无法完成换队招募".to_string())?;
let released_name = read_optional_string_field(&released_companion, "displayName")
.or_else(|| read_optional_string_field(&released_companion, "name"))
.or_else(|| read_optional_string_field(&released_companion, "npcName"))
.unwrap_or(release_npc_id);
add_companion_if_absent(game_state, npc_id, None, joined_at_affinity);
Ok(Some(released_name))
}