feat(成就): 下架三个拿不到的成就、理顺稀有度和图标;接口多给本班几人有和「本班」卡片

- 0032:下架六边形战士(判题机只剩 3 种语言)、坚持三天/一周(按天算基本拿不到);
  不撞南墙改白银、屡败屡战改黄金;百发百中换 💯、屡败屡战换 💪,不再和别的撞图标;
  代码行数只算做对的、空行不算,并按新口径重算所有人;已经拿到的一个不收回
- 奖杯收藏家只数上架的成就(判题结算、补发重算、0032 存量一起改)
- GET /achievements:每个成就带全站几人有、本班几人有;看自己时带「本班」(最近拿到、成就最多前五、自己第几);
  隐藏成就同一串拿到一档就整串亮出来;连续几周给「现在连着几周」而不是历史最长
- 删掉只有旧成就页在用的 /achievements/summary

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
xuyueandClaude Opus 5.5 committed 2026-10-13 00:26:37 +08:00
1 parent 689d40b116
commit 85108df9d8
9 files changed
+4220 -213

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@@ -0,0 +1,60 @@
-- 成就清单的五处毛病(我的成就重设计,2026-10-13)。只改配置和进度,已经拿到的一个不收回。
--
-- 1. 下架拿不到的:六边形战士要用过 5 种语言,判题机只剩 C / C++ / Python;
-- 坚持三天 / 一周按天算,学生跟着课表来,基本拿不到(按周的「周周向上」那一串已经顶上了)。
UPDATE "achievement" SET "visible" = false
WHERE ("metric" = 'languages_used' AND "threshold" = 5) OR "metric" = 'max_ac_streak_days';
--> statement-breakpoint
UPDATE "achievement" SET "description" = 'C、C++、Python 都用过'
WHERE "metric" = 'languages_used' AND "threshold" = 3;
--> statement-breakpoint
-- 2. 稀有度倒挂:错 10 次才做对是黄金、错 20 次反而是白银
UPDATE "achievement" SET "rarity" = 'silver' WHERE "metric" = 'max_wa_before_ac' AND "threshold" = 10;
--> statement-breakpoint
-- 3. 图标撞了:屡败屡战和持之以恒都是火,百发百中和一发入魂是同一个靶子(noto:direct-hit 是 bullseye 的别名)
UPDATE "achievement" SET "rarity" = 'gold', "icon" = 'noto:flexed-biceps'
WHERE "metric" = 'max_wa_before_ac' AND "threshold" = 20;
--> statement-breakpoint
UPDATE "achievement" SET "icon" = 'noto:hundred-points'
WHERE "metric" = 'first_try_ac_count' AND "threshold" = 100;
--> statement-breakpoint
-- 4. 代码行数只算做对的、空行不算:原来交什么都算,贴一大段就是「长篇巨制」
UPDATE "achievement" SET "description" = '做对的代码有 ' || "threshold" || ' 行(空行不算)'
WHERE "metric" = 'max_code_lines';
--> statement-breakpoint
-- 按新口径重算所有人的 max_code_lines(判题结算里的口径见 services/achievements.ts):
-- 不含比赛,做对 = ACCEPTED(0) / AST_CHECK_FAILED(10)
UPDATE "user_stat" AS target
SET "metrics" = jsonb_set(target."metrics", '{max_code_lines}', to_jsonb(coalesce(fresh.n, 0)))
FROM (
SELECT st."id", m.n
FROM "user_stat" st
LEFT JOIN (
SELECT s."user_id", max((
SELECT count(*) FROM regexp_split_to_table(s."code", E'\n') AS line
WHERE btrim(line, E' \t\r') <> ''
))::int AS n
FROM "submission" s
WHERE s."contest_id" IS NULL AND s."result" IN (0, 10)
GROUP BY s."user_id"
) m ON m."user_id" = st."user_id"
) fresh
WHERE target."id" = fresh."id"
AND (target."metrics" -> 'max_code_lines') IS DISTINCT FROM to_jsonb(coalesce(fresh.n, 0));
--> statement-breakpoint
-- 5. 奖杯收藏家数的「已拿到几个」只数上架的(判题结算和 refreshUnlockedCount 同步改了)
UPDATE "user_stat" AS target
SET "metrics" = jsonb_set(target."metrics", '{achievement_unlocked_count}', to_jsonb(fresh.value))
FROM (
SELECT s."id", coalesce(c.value, 0) AS value
FROM "user_stat" s
LEFT JOIN (
SELECT ua."user_id", count(*)::int AS value
FROM "user_achievement" ua
JOIN "achievement" a ON a."id" = ua."achievement_id"
WHERE a."rarity" <> 'platinum' AND a."visible"
GROUP BY ua."user_id"
) c ON c."user_id" = s."user_id"
) fresh
WHERE target."id" = fresh."id"
AND (target."metrics" -> 'achievement_unlocked_count') IS DISTINCT FROM to_jsonb(fresh.value);
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@@ -225,6 +225,13 @@
"when": 1791766110876,
"tag": "0031_tutorial_project_and_problems",
"breakpoints": true
},
{
"idx": 32,
"version": "7",
"when": 1791821976519,
"tag": "0032_achievement_cleanup",
"breakpoints": true
}
]
}
+112 -46
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@@ -1,16 +1,18 @@
import {
markAchievementsReadSchema,
STUDENT_ROLES,
type Achievement,
type AchievementClassBoard,
type AchievementList,
type AchievementSummary,
type PendingAchievement,
} from "@oj2/contract"
import { and, asc, count, desc, eq, inArray } from "drizzle-orm"
import { and, asc, count, desc, eq, inArray, isNull, max } from "drizzle-orm"
import { Hono } from "hono"
import { requireAuth, type AppEnv } from "../auth/middleware"
import { db, schema } from "../db"
import { failure, parseBody, success } from "../http"
import { currentWeekStreak } from "../services/problem-progress"
import { asRecord } from "./helpers"
export const achievementRoutes = new Hono<AppEnv>()
@@ -18,14 +20,22 @@ export const achievementRoutes = new Hono<AppEnv>()
async function resolveUser(requested: string | undefined, currentId: number) {
if (!requested) {
const [current] = await db
.select({ id: schema.user.id, username: schema.user.username })
.select({
id: schema.user.id,
username: schema.user.username,
className: schema.user.className,
})
.from(schema.user)
.where(eq(schema.user.id, currentId))
.limit(1)
return current ?? null
}
const [target] = await db
.select({ id: schema.user.id, username: schema.user.username })
.select({
id: schema.user.id,
username: schema.user.username,
className: schema.user.className,
})
.from(schema.user)
.where(and(eq(schema.user.username, requested), eq(schema.user.isDisabled, false)))
.limit(1)
@@ -43,9 +53,10 @@ function pendingData(row: { achievement: typeof schema.achievement.$inferSelect
}
achievementRoutes.get("/achievements", requireAuth, async (c) => {
const target = await resolveUser(c.req.query("username"), c.get("user")!.id)
const me = c.get("user")!
const target = await resolveUser(c.req.query("username"), me.id)
if (!target) return failure(c, 404, "user-not-found", "用户不存在")
const [achievements, unlockedRows, statRows, activeRows] = await Promise.all([
const [achievements, unlockedRows, statRows] = await Promise.all([
db
.select()
.from(schema.achievement)
@@ -57,15 +68,31 @@ achievementRoutes.get("/achievements", requireAuth, async (c) => {
.from(schema.userStat)
.where(eq(schema.userStat.userId, target.id))
.limit(1),
db.select({ value: count() }).from(schema.user).where(eq(schema.user.isDisabled, false)),
])
const unlocked = new Map(unlockedRows.map((row) => [row.achievementId, row]))
const metrics = asRecord(statRows[0]?.metrics)
const active = activeRows[0]?.value ?? 0
const weekStreak = currentWeekStreak(metrics)
// 隐藏的成就:同一个指标上拿到过一档,这一串就整串亮出来(拿到「一发入魂」就看得到「神射手」)
const revealedMetrics = new Set(
achievements.filter((item) => unlocked.has(item.id)).map((item) => item.metric),
)
const classHolders = target.className
? new Map(
(
await db
.select({ id: schema.userAchievement.achievementId, n: count() })
.from(schema.userAchievement)
.innerJoin(schema.user, eq(schema.user.id, schema.userAchievement.userId))
.where(classMembers(target.className))
.groupBy(schema.userAchievement.achievementId)
).map((row) => [row.id, row.n]),
)
: null
const result = achievements.map((achievement) => {
const record = unlocked.get(achievement.id)
const masked = achievement.hidden && !record
const progress = metrics[achievement.metric]
const masked = achievement.hidden && !record && !revealedMetrics.has(achievement.metric)
const progress =
achievement.metric === "max_ac_week_streak" ? weekStreak : metrics[achievement.metric]
return {
id: achievement.id,
name: masked ? "???" : achievement.name,
@@ -80,61 +107,100 @@ achievementRoutes.get("/achievements", requireAuth, async (c) => {
unlockTime: record?.unlockTime ?? null,
backfilled: record?.backfilled ?? false,
progress: masked ? null : typeof progress === "number" ? progress : 0,
unlockRate: active > 0 ? Math.round((achievement.unlockCount / active) * 1000) / 10 : 0,
holders: achievement.unlockCount,
classHolders: classHolders ? (classHolders.get(achievement.id) ?? 0) : null,
} satisfies Achievement
})
const classBoard = target.id === me.id && target.className ? await buildClassBoard(target) : null
return success(c, {
username: target.username,
achievements: result,
classBoard,
} satisfies AchievementList)
})
achievementRoutes.get("/achievements/summary", requireAuth, async (c) => {
const target = await resolveUser(c.req.query("username"), c.get("user")!.id)
if (!target) return failure(c, 404, "user-not-found", "用户不存在")
const [achievements, unlockedRows] = await Promise.all([
db
.select({ id: schema.achievement.id, rarity: schema.achievement.rarity })
.from(schema.achievement)
.where(eq(schema.achievement.visible, true)),
/** 本班 = 同一个班级的学生(含学生管理员),停用的不算 */
function classMembers(className: string) {
return and(
eq(schema.user.className, className),
inArray(schema.user.adminType, [...STUDENT_ROLES]),
eq(schema.user.isDisabled, false),
)
}
const CLASS_RECENT = 5
const CLASS_MOST = 5
async function buildClassBoard(target: {
id: number
className: string | null
}): Promise<AchievementClassBoard> {
const className = target.className!
const [recent, counts] = await Promise.all([
db
.select({
record: schema.userAchievement,
achievement: schema.achievement,
username: schema.user.username,
achievementId: schema.userAchievement.achievementId,
unlockTime: schema.userAchievement.unlockTime,
})
.from(schema.userAchievement)
.innerJoin(schema.user, eq(schema.user.id, schema.userAchievement.userId))
.innerJoin(
schema.achievement,
eq(schema.userAchievement.achievementId, schema.achievement.id),
eq(schema.achievement.id, schema.userAchievement.achievementId),
)
.where(
and(eq(schema.userAchievement.userId, target.id), eq(schema.achievement.visible, true)),
and(
classMembers(className),
eq(schema.achievement.visible, true),
eq(schema.userAchievement.backfilled, false),
),
)
.orderBy(desc(schema.userAchievement.unlockTime)),
.orderBy(desc(schema.userAchievement.unlockTime))
.limit(CLASS_RECENT),
// 不计入排名的人(老师在排名里关掉的)也不进「成就最多」
db
.select({
id: schema.user.id,
username: schema.user.username,
count: count(schema.achievement.id),
last: max(schema.userAchievement.unlockTime),
})
.from(schema.user)
.leftJoin(schema.userAchievement, eq(schema.userAchievement.userId, schema.user.id))
.leftJoin(
schema.achievement,
and(
eq(schema.achievement.id, schema.userAchievement.achievementId),
eq(schema.achievement.visible, true),
),
)
.where(and(classMembers(className), isNull(schema.user.rankHiddenAt)))
.groupBy(schema.user.id, schema.user.username),
])
const labels = {
bronze: "青铜",
silver: "白银",
gold: "黄金",
platinum: "白金",
// 一样多的名次相同;同名次里先拿到的(最后一个成就拿得早的)排前面
counts.sort(
(a, b) =>
b.count - a.count ||
(a.last ?? "").localeCompare(b.last ?? "") ||
a.username.localeCompare(b.username),
)
const ranked = counts.map((row) => ({
...row,
rank: counts.findIndex((other) => other.count === row.count) + 1,
}))
const top = ranked.slice(0, CLASS_MOST)
const mine = ranked.find((row) => row.id === target.id)
return {
className,
recent,
most: top.map((row) => ({ username: row.username, count: row.count, rank: row.rank })),
me:
mine && !top.some((row) => row.id === target.id)
? { rank: mine.rank, count: mine.count }
: null,
}
const rarities = ["bronze", "silver", "gold", "platinum"] as const
const total = achievements.length
const unlocked = unlockedRows.length
return success(c, {
username: target.username,
total,
unlocked,
percent: total > 0 ? Math.round((unlocked / total) * 1000) / 10 : 0,
rarity: rarities.map((rarity) => ({
rarity,
label: labels[rarity],
total: achievements.filter((item) => item.rarity === rarity).length,
unlocked: unlockedRows.filter((item) => item.achievement.rarity === rarity).length,
})),
recent: unlockedRows.slice(0, 10).map(pendingData),
} satisfies AchievementSummary)
})
}
achievementRoutes.get("/achievements/pending", requireAuth, async (c) => {
const rows = await db
+2 -2
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@@ -92,12 +92,12 @@ export const ACHIEVEMENT_METRICS: AchievementMetric[] = [
{
key: "max_code_lines",
name: "最长代码行数",
helpText: "提交过的最长代码有多少行",
helpText: "做对的提交里最长的代码有多少行(空行不算,不含比赛)",
},
{
key: "achievement_unlocked_count",
name: "已解锁成就数",
helpText: "已解锁的成就数量(不含白金档)",
helpText: "已解锁的成就数量(不含白金档和已下架的)",
meta: true,
},
]
+14 -7
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@@ -192,10 +192,12 @@ export async function updateAchievementsForSubmission(submissionId: string) {
value.early_bird_submissions = numberMetric(value, "early_bird_submissions") + 1
if (row.submission.result === JudgeStatus.COMPILE_ERROR)
value.compile_error_count = numberMetric(value, "compile_error_count") + 1
value.max_code_lines = Math.max(
numberMetric(value, "max_code_lines"),
row.submission.code.split(/\r?\n/).length,
)
// 只算做对的、空行不算:原来交什么都算,贴一大段就拿到「长篇巨制」(0032 按这个口径重算过存量)
if (accepted)
value.max_code_lines = Math.max(
numberMetric(value, "max_code_lines"),
row.submission.code.split("\n").filter((line) => line.trim() !== "").length,
)
await tx
.update(schema.userStat)
.set({ metrics: value, updateTime: new Date().toISOString() })
@@ -213,6 +215,7 @@ export async function updateAchievementsForSubmission(submissionId: string) {
and(
eq(schema.userAchievement.userId, row.submission.userId),
ne(schema.achievement.rarity, "platinum"),
eq(schema.achievement.visible, true),
),
)
metrics.achievement_unlocked_count = meta?.value ?? 0
@@ -269,7 +272,11 @@ export async function updateAchievementsForProblemSet(userId: number) {
.from(schema.userAchievement)
.innerJoin(schema.achievement, eq(schema.userAchievement.achievementId, schema.achievement.id))
.where(
and(eq(schema.userAchievement.userId, userId), ne(schema.achievement.rarity, "platinum")),
and(
eq(schema.userAchievement.userId, userId),
ne(schema.achievement.rarity, "platinum"),
eq(schema.achievement.visible, true),
),
)
metrics.achievement_unlocked_count = meta?.value ?? 0
await db
@@ -406,7 +413,7 @@ export function metaAchievements() {
/**
* 按 `user_achievement` 重算 `achievement_unlocked_count`,返回实际改动了的用户 id。
*
* 口径和判题结算一致:已解锁的**非白金**成就数。只 `jsonb_set` 这一个键、只写值变了的行,
* 口径和判题结算一致:已解锁的、还上架的**非白金**成就数(下架的不算,见 0032)。只 `jsonb_set` 这一个键、只写值变了的行,
* 不整体覆盖 `metrics` —— 整体写回会和并发判题写的其它指标互相踩。
* 不传 `userIds` 就是全体有 `user_stat` 的用户(`recount` 存量订正用)。
*/
@@ -423,7 +430,7 @@ export async function refreshUnlockedCount(userIds?: number[]) {
select ua.user_id, count(*)::int as value
from ${schema.userAchievement} ua
join ${schema.achievement} a on a.id = ua.achievement_id
where a.rarity <> 'platinum'
where a.rarity <> 'platinum' and a.visible
group by ua.user_id
) c on c.user_id = s.user_id
where true ${scope}
+14 -7
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@@ -99,6 +99,19 @@ function numberOf(metrics: Record<string, unknown>, key: string) {
return typeof value === "number" ? value : 0
}
/**
* 现在连着几周有新做对。`max_ac_week_streak` 是历史最长,要拿「锲而不舍」得从现在的连续数起;
* 只在最近一次新通过落在本周或上周时还作数,再早就已经断了。
*/
export function currentWeekStreak(metrics: Record<string, unknown>) {
const monday = calendarDay(weekStart())
const lastWeek = typeof metrics._last_ac_week === "string" ? metrics._last_ac_week : ""
const previousMonday = dayText(dayNumber(monday) - 7)
return lastWeek === monday || lastWeek === previousMonday
? numberOf(metrics, "_current_ac_week_streak")
: 0
}
export async function buildProblemProgress(userId: number): Promise<ProblemProgress> {
const [states, statRows, achievements, unlockedRows] = await Promise.all([
problemStates(userId),
@@ -159,13 +172,7 @@ export async function buildProblemProgress(userId: number): Promise<ProblemProgr
for (const [day, n] of Object.entries(asRecord(metrics._ac_per_day))) {
if (day >= monday && typeof n === "number") weekSolved += n
}
// 当前连续周数只在最近一次新通过落在本周或上周时还作数,再早就已经断了
const lastWeek = typeof metrics._last_ac_week === "string" ? metrics._last_ac_week : ""
const previousMonday = dayText(dayNumber(monday) - 7)
const weekStreak =
lastWeek === monday || lastWeek === previousMonday
? numberOf(metrics, "_current_ac_week_streak")
: 0
const weekStreak = currentWeekStreak(metrics)
const unlocked = new Set(unlockedRows.map((row) => row.id))
let next: ProblemProgress["next"] = null
@@ -1,132 +0,0 @@
<script setup lang="ts">
import AchievementIcon from "shared/components/AchievementIcon.vue"
import { useRarityColor } from "shared/composables/rarity"
import { RARITY_COLOR, RARITY_LABEL } from "utils/constants"
import { parseTime } from "utils/functions"
import type { Achievement } from "utils/types"
const props = defineProps<{ achievement: Achievement }>()
// 边框用原色,tag 里的文字用跟主题走的那套
const rarityTextColor = useRarityColor()
// 隐藏且未解锁:后端已把名称/描述/图标和条件三件套都遮成 ??? 和 null,
// 这里只负责不要把 null 渲染出来,也不要画出会泄露门槛的进度条
const masked = computed(() => props.achievement.hidden && !props.achievement.unlocked)
// 获得率低于 5% 的加稀有闪光边框
const isRare = computed(() => props.achievement.unlockRate > 0 && props.achievement.unlockRate < 5)
// 只有"越多越好"的成就画进度条。lte 类(如最短 AC 代码 ≤ 50 字符)
// 画成百分比毫无意义,改成直接显示当前最好成绩
const showProgressBar = computed(
() =>
!masked.value &&
!props.achievement.unlocked &&
props.achievement.operator === "gte" &&
props.achievement.threshold !== null,
)
const showBestSoFar = computed(
() =>
!masked.value &&
!props.achievement.unlocked &&
props.achievement.operator === "lte" &&
props.achievement.threshold !== null,
)
const percent = computed(() => {
const { progress, threshold } = props.achievement
if (threshold === null || threshold <= 0) return 100
return Math.min(100, Math.round(((progress ?? 0) / threshold) * 100))
})
const unlockDate = computed(() => {
const { unlockTime, backfilled } = props.achievement
// 补发的记录不显示具体日期:一次补发会给几百人盖上同一个时间戳
if (backfilled || !unlockTime) return "已获得"
// 走 parseTime 而不是 toLocaleDateString():后者按浏览器时区渲染,
// 站内所有日期都是东八区口径
return `${parseTime(unlockTime)} 获得`
})
</script>
<template>
<n-card
class="card"
:class="{ locked: !achievement.unlocked, rare: isRare }"
:style="{ borderColor: RARITY_COLOR[achievement.rarity] }"
>
<n-thing>
<template #avatar>
<AchievementIcon :icon="achievement.icon" :size="40" />
</template>
<template #header>
<n-flex align="center" :size="8">
<n-text strong>{{ achievement.name }}</n-text>
<n-tag
size="tiny"
:color="{
borderColor: RARITY_COLOR[achievement.rarity],
textColor: rarityTextColor[achievement.rarity],
}"
>
{{ RARITY_LABEL[achievement.rarity] }}
</n-tag>
</n-flex>
</template>
<template #description>
<n-text depth="3">{{ achievement.description }}</n-text>
</template>
<n-flex align="center" :size="8" :wrap="false">
<template v-if="achievement.unlocked">
<n-text depth="3" class="nowrap">{{ unlockDate }}</n-text>
<n-text depth="3" class="nowrap"> 仅 {{ achievement.unlockRate }}% 的人获得 </n-text>
</template>
<template v-else-if="showProgressBar">
<n-progress
style="flex: 1"
type="line"
:percentage="percent"
:height="6"
:show-indicator="false"
/>
<n-text depth="3" class="nowrap">
{{ achievement.progress ?? 0 }} / {{ achievement.threshold }}
</n-text>
</template>
<template v-else-if="showBestSoFar">
<n-text depth="3" class="nowrap"> 目标 ≤ {{ achievement.threshold }} </n-text>
<n-text v-if="achievement.progress !== null" depth="3" class="nowrap">
当前最好 {{ achievement.progress }}
</n-text>
</template>
<n-text v-else depth="3" class="nowrap"> 仅 {{ achievement.unlockRate }}% 的人获得 </n-text>
</n-flex>
</n-thing>
</n-card>
</template>
<style scoped>
.card {
height: 100%;
border-radius: var(--oj-radius);
}
.nowrap {
white-space: nowrap;
}
.locked {
filter: grayscale(1);
opacity: 0.55;
}
.rare {
box-shadow: 0 0 12px rgba(125, 211, 252, 0.55);
}
</style>
+30 -19
View File
@@ -15,13 +15,41 @@ export const achievementSchema = z.object({
unlocked: z.boolean(),
unlockTime: z.string().nullable(),
backfilled: z.boolean(),
/** 连续几周那一串给的是「现在连着几周」,不是历史最长 —— 要拿下一档得从现在数起 */
progress: z.number().nullable(),
unlockRate: z.number(),
/** 全站几人有 */
holders: z.number().int(),
/** 本班(被看的人的班)几人有;没有班级是 null */
classHolders: z.number().int().nullable(),
})
/** 「本班」那张卡:只在看自己、而且有班级时给 */
export const achievementClassBoardSchema = z.object({
className: z.string(),
/** 本班最近拿到的(补发的不算),新的在前 */
recent: z.array(
z.object({
username: z.string(),
achievementId: z.number().int(),
unlockTime: z.string(),
}),
),
/** 本班成就最多的前几名;一样多的名次相同,先拿到的排前面 */
most: z.array(
z.object({
username: z.string(),
count: z.number().int(),
rank: z.number().int(),
}),
),
/** 自己不在 most 里时的名次;不计入排名的人是 null */
me: z.object({ rank: z.number().int(), count: z.number().int() }).nullable(),
})
export const achievementListSchema = z.object({
username: z.string(),
achievements: z.array(achievementSchema),
classBoard: achievementClassBoardSchema.nullable(),
})
export const pendingAchievementSchema = z.object({
@@ -32,13 +60,6 @@ export const pendingAchievementSchema = z.object({
rarity: achievementRaritySchema,
})
export const achievementRarityStatSchema = z.object({
rarity: achievementRaritySchema,
label: z.string(),
total: z.number().int(),
unlocked: z.number().int(),
})
/**
* WebSocket 推来的解锁通知。比 `/achievements/pending` 多一个 `kind` ——
* 题单奖章和成就来自两张表、id 会重叠,前端靠它区分(见 events.ts 的 publishAchievementNotification)。
@@ -47,15 +68,6 @@ export const achievementNotificationSchema = pendingAchievementSchema.extend({
kind: z.enum(["achievement", "badge"]),
})
export const achievementSummarySchema = z.object({
username: z.string(),
total: z.number().int(),
unlocked: z.number().int(),
percent: z.number(),
rarity: z.array(achievementRarityStatSchema),
recent: z.array(pendingAchievementSchema),
})
export const markAchievementsReadSchema = z.object({
ids: z.array(z.number().int()),
})
@@ -63,9 +75,8 @@ export const markAchievementsReadSchema = z.object({
export type Achievement = z.infer<typeof achievementSchema>
export type AchievementList = z.infer<typeof achievementListSchema>
export type PendingAchievement = z.infer<typeof pendingAchievementSchema>
export type AchievementSummary = z.infer<typeof achievementSummarySchema>
export type AchievementClassBoard = z.infer<typeof achievementClassBoardSchema>
export type AchievementRarity = z.infer<typeof achievementRaritySchema>
export type AchievementRarityStat = z.infer<typeof achievementRarityStatSchema>
export type AchievementNotification = z.infer<typeof achievementNotificationSchema>
export type MarkAchievementsRead = z.infer<typeof markAchievementsReadSchema>