package dnfbridge import ( "context" "encoding/binary" "math" "sort" "strconv" "longheng.io/server/internal/modules/dnf/dnfenum" dnfquest "longheng.io/server/internal/modules/dnf/quest" ) const ( currentTownQuestMeetingRangeX int64 = 120 currentTownQuestMeetingRangeY int64 = 80 ) type currentTownNPCQuestTrigger struct { npcID int64 trigger dnfquest.MeetingNPCTrigger } // reconcileCurrentTownNPCQuestMeetings closes the gap left by current clients // that display a PVF meet-NPC guide but do not emit op33 after reaching the // target. Both the NPC identity/position and the quest target come from the // active runtime PVF. The existing op33 owner remains the only persistence and // wire-ACK path. func (s *Service) reconcileCurrentTownNPCQuestMeetings( session *gameSession, snapshot currentTownPositionSnapshot, ) error { if s == nil || session == nil || session.selectedCharacterID == 0 || !snapshot.PositionValid || snapshot.CharacterID != session.selectedCharacterID { return nil } nearby := s.currentTownNearbyNPCIDs(snapshot) entered := updateCurrentTownNearbyNPCs(session, snapshot, nearby) if len(entered) == 0 { return nil } repositories, ok := s.repositoryGroup() if !ok || repositories.Quest == nil { s.logGameEvent(session, "game-town-npc-quest-meeting-deferred", "char_id", session.selectedCharacterID, "town_id", snapshot.TownID, "area_id", snapshot.AreaID, "npc_ids", entered, "reason", "quest_repository_unavailable") return nil } ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout) defer cancel() catalog, err := s.loadQuestCatalog(ctx) if err != nil { s.logGameEvent(session, "game-town-npc-quest-meeting-deferred", "char_id", session.selectedCharacterID, "town_id", snapshot.TownID, "area_id", snapshot.AreaID, "npc_ids", entered, "reason", "quest_catalog_unavailable", "error", err) return nil } characterID := strconv.FormatUint(uint64(session.selectedCharacterID), 10) record, found, err := repositories.Quest.Load(ctx, characterID) if err != nil { s.logGameEvent(session, "game-town-npc-quest-meeting-deferred", "char_id", session.selectedCharacterID, "town_id", snapshot.TownID, "area_id", snapshot.AreaID, "npc_ids", entered, "reason", "quest_record_load_failed", "error", err) return nil } if !found { return nil } planned := make([]currentTownNPCQuestTrigger, 0, len(entered)) seen := make(map[[2]int64]struct{}) for _, npcID := range entered { for _, trigger := range catalog.ActiveMeetingNPCTriggers(record, npcID) { if trigger.QuestID <= 0 || trigger.QuestID > math.MaxUint16 { continue } key := [2]int64{trigger.QuestID, int64(trigger.TriggerType)} if _, exists := seen[key]; exists { continue } seen[key] = struct{}{} planned = append(planned, currentTownNPCQuestTrigger{npcID: npcID, trigger: trigger}) } } for _, step := range planned { body := make([]byte, currentSetQuestTriggerRequestBodySize) binary.LittleEndian.PutUint16(body[0:2], uint16(dnfenum.CmdPacketSetQuestTrigger)) binary.LittleEndian.PutUint16(body[2:4], uint16(step.trigger.QuestID)) body[4] = step.trigger.TriggerType s.logGameEvent(session, "game-town-npc-quest-meeting-detected", "char_id", session.selectedCharacterID, "town_id", snapshot.TownID, "area_id", snapshot.AreaID, "position_x", snapshot.PositionX, "position_y", snapshot.PositionY, "npc_id", step.npcID, "quest_id", step.trigger.QuestID, "trigger_type", step.trigger.TriggerType, "source", "current_exe_op35_pvf_town_npc_proximity") if err := s.handleCurrentSetQuestTrigger(session, body); err != nil { return err } } return nil } func (s *Service) currentTownNearbyNPCIDs(snapshot currentTownPositionSnapshot) []int64 { if s == nil || !snapshot.PositionValid { return nil } area, ok := s.townArea(int64(snapshot.TownID), int64(snapshot.AreaID)) if !ok { return nil } nearbySet := make(map[int64]struct{}) x, y := int64(snapshot.PositionX), int64(snapshot.PositionY) for _, spawn := range area.NPCs { if spawn.NPCID <= 0 || absInt64(spawn.X-x) > currentTownQuestMeetingRangeX || absInt64(spawn.Y-y) > currentTownQuestMeetingRangeY { continue } nearbySet[spawn.NPCID] = struct{}{} } nearby := make([]int64, 0, len(nearbySet)) for npcID := range nearbySet { nearby = append(nearby, npcID) } sort.Slice(nearby, func(i, j int) bool { return nearby[i] < nearby[j] }) return nearby } func updateCurrentTownNearbyNPCs( session *gameSession, snapshot currentTownPositionSnapshot, nearby []int64, ) []int64 { if session == nil { return nil } session.townMu.Lock() defer session.townMu.Unlock() live := session.townPositionSnapshot if session.townSceneReadyCharacterID != snapshot.CharacterID || live.CharacterID != snapshot.CharacterID || live.TownID != snapshot.TownID || live.AreaID != snapshot.AreaID { return nil } current := make(map[int64]struct{}, len(nearby)) entered := make([]int64, 0, len(nearby)) for _, npcID := range nearby { current[npcID] = struct{}{} if _, existed := session.townMeetingNearbyNPCs[npcID]; !existed { entered = append(entered, npcID) } } session.townMeetingNearbyNPCs = current return entered } func absInt64(value int64) int64 { if value < 0 { return -value } return value }