Public release of the DLU server code!

Have fun!
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2021-12-05 18:54:36 +01:00
parent 5f7270e4ad
commit 0545adfac3
1146 changed files with 368646 additions and 1 deletions

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dGame/dMission/Mission.cpp Normal file
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#include "Mission.h"
#include <ctime>
#include "CDClientManager.h"
#include "Character.h"
#include "CharacterComponent.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "Game.h"
#include "GameMessages.h"
#include "Mail.h"
#include "MissionComponent.h"
#include "dLocale.h"
#include "dLogger.h"
#include "dServer.h"
Mission::Mission(MissionComponent* missionComponent, const uint32_t missionId) {
m_MissionComponent = missionComponent;
m_Completions = 0;
m_Timestamp = 0;
m_Reward = 0;
m_State = MissionState::MISSION_STATE_UNKNOWN;
auto* missionsTable = CDClientManager::Instance()->GetTable<CDMissionsTable>("Missions");
info = missionsTable->GetPtrByMissionID(missionId);
if (info == &CDMissionsTable::Default) {
Game::logger->Log("Missions", "Failed to find mission (%i)!\n", missionId);
return;
}
auto* tasksTable = CDClientManager::Instance()->GetTable<CDMissionTasksTable>("MissionTasks");
auto tasks = tasksTable->GetByMissionID(missionId);
for (auto i = 0U; i < tasks.size(); ++i) {
auto* info = tasks[i];
auto* task = new MissionTask(this, info, i);
m_Tasks.push_back(task);
}
}
void Mission::LoadFromXml(tinyxml2::XMLElement* element) {
// Start custom XML
if (element->Attribute("state") != nullptr) {
m_State = static_cast<MissionState>(std::stoul(element->Attribute("state")));
}
// End custom XML
if (element->Attribute("cct") != nullptr) {
m_Completions = std::stoul(element->Attribute("cct"));
m_Timestamp = std::stoul(element->Attribute("cts"));
if (IsComplete()) {
return;
}
}
auto* task = element->FirstChildElement();
auto index = 0U;
while (task != nullptr) {
if (index >= m_Tasks.size()) {
break;
}
const auto type = m_Tasks[index]->GetType();
if (type == MissionTaskType::MISSION_TASK_TYPE_ENVIRONMENT ||
type == MissionTaskType::MISSION_TASK_TYPE_VISIT_PROPERTY) {
std::vector<uint32_t> uniques;
const auto value = std::stoul(task->Attribute("v"));
m_Tasks[index]->SetProgress(value, false);
task = task->NextSiblingElement();
while (task != nullptr) {
const auto unique = std::stoul(task->Attribute("v"));
uniques.push_back(unique);
if (m_MissionComponent != nullptr && type == MissionTaskType::MISSION_TASK_TYPE_ENVIRONMENT) {
m_MissionComponent->AddCollectible(unique);
}
task = task->NextSiblingElement();
}
m_Tasks[index]->SetUnique(uniques);
m_Tasks[index]->SetProgress(uniques.size(), false);
break;
} else {
const auto value = std::stoul(task->Attribute("v"));
m_Tasks[index]->SetProgress(value, false);
task = task->NextSiblingElement();
}
index++;
}
}
void Mission::UpdateXml(tinyxml2::XMLElement* element) {
// Start custom XML
element->SetAttribute("state", static_cast<unsigned int>(m_State));
// End custom XML
element->DeleteChildren();
element->SetAttribute("id", static_cast<unsigned int>(info->id));
if (m_Completions > 0) {
element->SetAttribute("cct", static_cast<unsigned int>(m_Completions));
element->SetAttribute("cts", static_cast<unsigned int>(m_Timestamp));
if (IsComplete()) {
return;
}
}
for (auto* task : m_Tasks) {
if (task->GetType() == MissionTaskType::MISSION_TASK_TYPE_ENVIRONMENT ||
task->GetType() == MissionTaskType::MISSION_TASK_TYPE_VISIT_PROPERTY) {
auto* child = element->GetDocument()->NewElement("sv");
child->SetAttribute("v", static_cast<unsigned int>(task->GetProgress()));
element->LinkEndChild(child);
for (auto unique : task->GetUnique()) {
auto* uniqueElement = element->GetDocument()->NewElement("sv");
uniqueElement->SetAttribute("v", static_cast<unsigned int>(unique));
element->LinkEndChild(uniqueElement);
}
break;
}
auto* child = element->GetDocument()->NewElement("sv");
child->SetAttribute("v", static_cast<unsigned int>(task->GetProgress()));
element->LinkEndChild(child);
}
}
bool Mission::IsValidMission(const uint32_t missionId) {
auto* table = CDClientManager::Instance()->GetTable<CDMissionsTable>("Missions");
const auto missions = table->Query([=](const CDMissions& entry) {
return entry.id == static_cast<int>(missionId);
});
return !missions.empty();
}
bool Mission::IsValidMission(const uint32_t missionId, CDMissions& info) {
auto* table = CDClientManager::Instance()->GetTable<CDMissionsTable>("Missions");
const auto missions = table->Query([=](const CDMissions& entry) {
return entry.id == static_cast<int>(missionId);
});
if (missions.empty()) {
return false;
}
info = missions[0];
return true;
}
Entity* Mission::GetAssociate() const {
return m_MissionComponent->GetParent();
}
User* Mission::GetUser() const {
return GetAssociate()->GetParentUser();
}
uint32_t Mission::GetMissionId() const {
return info->id;
}
const CDMissions& Mission::GetClientInfo() const {
return *info;
}
uint32_t Mission::GetCompletions() const {
return m_Completions;
}
uint32_t Mission::GetTimestamp() const {
return m_Timestamp;
}
LOT Mission::GetReward() const {
return m_Reward;
}
std::vector<MissionTask*> Mission::GetTasks() const {
return m_Tasks;
}
MissionState Mission::GetMissionState() const {
return m_State;
}
bool Mission::IsAchievement() const {
return !info->isMission;
}
bool Mission::IsMission() const {
return info->isMission;
}
bool Mission::IsRepeatable() const {
return info->repeatable;
}
bool Mission::IsComplete() const {
return m_State == MissionState::MISSION_STATE_COMPLETE;
}
bool Mission::IsActive() const {
return m_State == MissionState::MISSION_STATE_ACTIVE || m_State == MissionState::MISSION_STATE_COMPLETE_AVAILABLE;
}
void Mission::MakeActive() {
SetMissionState(m_Completions == 0 ? MissionState::MISSION_STATE_ACTIVE : MissionState::MISSION_STATE_COMPLETE_ACTIVE);
}
bool Mission::IsReadyToComplete() const {
return m_State == MissionState::MISSION_STATE_READY_TO_COMPLETE || m_State == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE;
}
void Mission::MakeReadyToComplete() {
SetMissionState(m_Completions == 0 ? MissionState::MISSION_STATE_READY_TO_COMPLETE : MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE);
}
bool Mission::IsAvalible() const {
return m_State == MissionState::MISSION_STATE_AVAILABLE || m_State == MissionState::MISSION_STATE_COMPLETE_AVAILABLE;
}
bool Mission::IsFetchMission() const {
return m_Tasks.size() == 1 && m_Tasks[0]->GetType() == MissionTaskType::MISSION_TASK_TYPE_MISSION_INTERACTION;
}
void Mission::MakeAvalible() {
SetMissionState(m_Completions == 0 ? MissionState::MISSION_STATE_AVAILABLE : MissionState::MISSION_STATE_COMPLETE_AVAILABLE);
}
void Mission::Accept() {
SetMissionTypeState(MissionLockState::MISSION_LOCK_NEW, info->defined_type, info->defined_subtype);
SetMissionState(m_Completions > 0 ? MissionState::MISSION_STATE_COMPLETE_ACTIVE : MissionState::MISSION_STATE_ACTIVE);
Catchup();
}
void Mission::Complete(const bool yieldRewards) {
if (m_State != MissionState::MISSION_STATE_ACTIVE && m_State != MissionState::MISSION_STATE_COMPLETE_ACTIVE) {
Accept();
}
for (auto* task : m_Tasks) {
task->Complete();
}
SetMissionState(MissionState::MISSION_STATE_REWARDING, true);
if (yieldRewards) {
YieldRewards();
}
SetMissionState(MissionState::MISSION_STATE_COMPLETE);
m_Completions++;
m_Timestamp = std::time(nullptr);
auto* entity = GetAssociate();
if (entity == nullptr) {
return;
}
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackMissionCompletion(!info->isMission);
}
auto* missionComponent = entity->GetComponent<MissionComponent>();
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_MISSION_COMPLETE, info->id);
auto* missionEmailTable = CDClientManager::Instance()->GetTable<CDMissionEmailTable>("MissionEmail");
const auto missionId = GetMissionId();
const auto missionEmails = missionEmailTable->Query([missionId](const CDMissionEmail& entry) {
return entry.missionID == missionId;
});
for (const auto& email : missionEmails) {
const auto missionEmailBase = "MissionEmail_" + std::to_string(email.ID) + "_";
const auto senderLocale = missionEmailBase + "senderName";
const auto announceLocale = missionEmailBase + "announceText";
if (email.messageType == 1 && Game::locale->HasPhrase(senderLocale)) {
const auto subject = dLocale::GetTemplate(missionEmailBase + "subjectText");
const auto body = dLocale::GetTemplate(missionEmailBase + "bodyText");
const auto sender = dLocale::GetTemplate(senderLocale);
Mail::SendMail(LWOOBJID_EMPTY, sender, GetAssociate(), subject, body, email.attachmentLOT, 1);
}
}
}
void Mission::CheckCompletion() {
for (auto* task : m_Tasks) {
if (!task->IsComplete()) {
return;
}
}
if (IsAchievement()) {
Complete();
return;
}
SetMissionState(MissionState::MISSION_STATE_READY_TO_COMPLETE);
}
void Mission::Catchup() {
auto* entity = GetAssociate();
auto* inventory = static_cast<InventoryComponent*>(entity->GetComponent(COMPONENT_TYPE_INVENTORY));
for (auto* task : m_Tasks) {
const auto type = task->GetType();
if (type == MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION) {
for (auto target : task->GetAllTargets()) {
const auto count = inventory->GetLotCountNonTransfer(target);
for (auto i = 0U; i < count; ++i) {
task->Progress(target);
}
}
}
if (type == MissionTaskType::MISSION_TASK_TYPE_PLAYER_FLAG) {
for (auto target : task->GetAllTargets()) {
const auto flag = GetUser()->GetLastUsedChar()->GetPlayerFlag(target);
if (!flag) {
continue;
}
task->Progress(target);
if (task->IsComplete()) {
break;
}
}
}
}
}
void Mission::YieldRewards() {
auto* entity = GetAssociate();
if (entity == nullptr) {
return;
}
auto* character = GetUser()->GetLastUsedChar();
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
auto* characterComponent = entity->GetComponent<CharacterComponent>();
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
auto* missionComponent = entity->GetComponent<MissionComponent>();
// Remove mission items
for (auto* task : m_Tasks) {
if (task->GetType() != MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION) {
continue;
}
const auto& param = task->GetParameters();
if (param.empty() || (param[0] & 1) == 0) // Should items be removed?
{
for (const auto target : task->GetAllTargets()) {
inventoryComponent->RemoveItem(target, task->GetClientInfo().targetValue);
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, target, LWOOBJID_EMPTY, "", -task->GetClientInfo().targetValue);
}
}
}
if (info->LegoScore > 0) {
characterComponent->SetUScore(characterComponent->GetUScore() + info->LegoScore);
if (info->isMission) {
GameMessages::SendModifyLEGOScore(entity, entity->GetSystemAddress(), info->LegoScore, 2);
}
}
if (m_Completions > 0) {
std::vector<std::pair<LOT, uint32_t>> items;
items.emplace_back(info->reward_item1_repeatable, info->reward_item1_repeat_count);
items.emplace_back(info->reward_item2_repeatable, info->reward_item2_repeat_count);
items.emplace_back(info->reward_item3_repeatable, info->reward_item3_repeat_count);
items.emplace_back(info->reward_item4_repeatable, info->reward_item4_repeat_count);
for (const auto& pair : items) {
if (pair.second <= 0 || (m_Reward > 0 && pair.first != m_Reward)) {
continue;
}
auto count = pair.second > 0 ? pair.second : 1;
// Sanitfy check, 6 is the max any mission yields
if (count > 6) {
count = 0;
}
inventoryComponent->AddItem(pair.first, count);
}
if (info->reward_currency_repeatable > 0) {
character->SetCoins(character->GetCoins() + info->reward_currency_repeatable);
}
return;
}
std::vector<std::pair<LOT, int32_t>> items;
items.emplace_back(info->reward_item1, info->reward_item1_count);
items.emplace_back(info->reward_item2, info->reward_item2_count);
items.emplace_back(info->reward_item3, info->reward_item3_count);
items.emplace_back(info->reward_item4, info->reward_item4_count);
for (const auto& pair : items) {
if (pair.second < 0 || (m_Reward > 0 && pair.first != m_Reward)) {
continue;
}
auto count = pair.second > 0 ? pair.second : 1;
// Sanitfy check, 6 is the max any mission yields
if (count > 6) {
count = 0;
}
inventoryComponent->AddItem(pair.first, count);
}
if (info->reward_currency > 0) {
character->SetCoins(character->GetCoins() + info->reward_currency, info->isMission);
}
if (info->reward_maxinventory > 0) {
auto* inventory = inventoryComponent->GetInventory(ITEMS);
inventory->SetSize(inventory->GetSize() + info->reward_maxinventory);
}
if (info->reward_bankinventory > 0) {
auto* inventory = inventoryComponent->GetInventory(VAULT_ITEMS);
inventory->SetSize(inventory->GetSize() + info->reward_bankinventory);
}
if (info->reward_reputation > 0) {
// TODO: In case of reputation, write code
}
if (info->reward_maxhealth > 0) {
destroyableComponent->SetMaxHealth(destroyableComponent->GetMaxHealth() + static_cast<float>(info->reward_maxhealth));
}
if (info->reward_maximagination > 0) {
destroyableComponent->SetMaxImagination(destroyableComponent->GetMaxImagination() + static_cast<float>(info->reward_maximagination));
}
EntityManager::Instance()->SerializeEntity(entity);
if (info->reward_emote > 0) {
character->UnlockEmote(info->reward_emote);
}
if (info->reward_emote2 > 0) {
character->UnlockEmote(info->reward_emote2);
}
if (info->reward_emote3 > 0) {
character->UnlockEmote(info->reward_emote3);
}
if (info->reward_emote4 > 0) {
character->UnlockEmote(info->reward_emote4);
}
}
void Mission::Progress(MissionTaskType type, int32_t value, LWOOBJID associate, const std::string& targets, int32_t count) {
const auto isRemoval = count < 0;
if (isRemoval && (IsComplete() || IsAchievement())) {
return;
}
for (auto* task : m_Tasks) {
if (task->IsComplete() && !isRemoval) {
continue;
}
if (task->GetType() != type) {
continue;
}
if (isRemoval && !task->InAllTargets(value)) {
continue;
}
task->Progress(value, associate, targets, count);
}
}
void Mission::SetMissionState(const MissionState state, const bool sendingRewards) {
this->m_State = state;
auto* entity = GetAssociate();
if (entity == nullptr) {
return;
}
GameMessages::SendNotifyMission(entity, entity->GetParentUser()->GetSystemAddress(), info->id, static_cast<int>(state), sendingRewards);
}
void Mission::SetMissionTypeState(MissionLockState state, const std::string& type, const std::string& subType) {
// TODO
}
void Mission::SetCompletions(const uint32_t value) {
m_Completions = value;
}
void Mission::SetReward(const LOT lot) {
m_Reward = lot;
}
Mission::~Mission() {
for (auto* task : m_Tasks) {
delete task;
}
m_Tasks.clear();
}

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dGame/dMission/Mission.h Normal file
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#pragma once
#include <vector>
#include <string>
#include "CDMissionsTable.h"
#include "MissionTask.h"
#include "dCommonVars.h"
#include "Entity.h"
#include "MissionState.h"
#include "MissionLockState.h"
class MissionComponent;
/**
* A mission (or achievement) that a player may unlock, progress and complete.
*/
class Mission final
{
public:
Mission(MissionComponent* missionComponent, uint32_t missionId);
~Mission();
void LoadFromXml(tinyxml2::XMLElement* element);
void UpdateXml(tinyxml2::XMLElement* element);
/**
* Returns the ID of this mission
* @return the ID of this mission
*/
uint32_t GetMissionId() const;
/**
* Returns the entity that is currently progressing this mission
* @return the entity that is currently progressing this mission
*/
Entity* GetAssociate() const;
/**
* Returns the account owns the entity that is currently progressing this mission
* @return the account owns the entity that is currently progressing this mission
*/
User* GetUser() const;
/**
* Returns the current state of this mission
* @return the current state of this mission
*/
MissionState GetMissionState() const;
/**
* Returns the database information that represents to this mission.
* @return the database information that represents to this mission.
*/
const CDMissions& GetClientInfo() const;
/**
* Returns the number of times the entity has completed this mission, can only be > 0 for dailies.
* @return the number of thimes the entity has completed this mission
*/
uint32_t GetCompletions() const;
/**
* Sets the number of times this mission has been completed
* @param value the number of times this mission should be completed
*/
void SetCompletions(uint32_t value);
/**
* Returns the last timestamp at which the entity completed this mission
* @return the last timestamp at which the entity completed this mission
*/
uint32_t GetTimestamp() const;
/**
* Returns some specific reward that should be returned from the possible rewards indicated by the client
* @return some specific reward that should be returned from the possible rewards indicated by the client
*/
LOT GetReward() const;
/**
* Sets an some specific reward that should be returned from the possible rewards indicated by the client
* @param lot the reward to set
*/
void SetReward(LOT lot);
/**
* Returns all the tasks that must be completed to mark this mission as complete
* @return all the tasks that must be completed to mark this mission as complete
*/
std::vector<MissionTask*> GetTasks() const;
/**
* Updates the mission state to the one provided
* @param state the mission state to set
* @param sendingRewards a flag indicating to the client that rewards wil lfollow
*/
void SetMissionState(MissionState state, bool sendingRewards = false);
/**
* Currently unimplemented
*/
void SetMissionTypeState(MissionLockState state, const std::string& type, const std::string& subType);
/**
* Returns whether this mission is an achievement
* @return true if this mission is an achievement, false otherwise
*/
bool IsAchievement() const;
/**
* Returns whether this mission is a mission (e.g.: not an achievement)
* @return true if this mission is not an achievement, false otherwise
*/
bool IsMission() const;
/**
* Returns whether this mission can be repeated (mostly used for dailies)
* @return true if this mission can be repeated, false otherwise
*/
bool IsRepeatable() const;
/**
* Returns whether the entity has completed this mission before
* @return true if the mission has been completed before, false otherwise
*/
bool IsComplete() const;
/**
* Returns whether the mission is currently active
* @return true if the mission is currently active, false otherwise
*/
bool IsActive() const;
/**
* Sets the mission state to active, takes into account if this is a repeatable mission.
*/
void MakeActive();
/**
* Returns whether the entity has completed all tasks and can hand the mission in for rewards.
* @return true if the entity can hand the mission in, false otherwise
*/
bool IsReadyToComplete() const;
/**
* Sets the mission state to ready to complete, takes into account if this is a repeatable mission
*/
void MakeReadyToComplete();
/**
* Returns whether this mission can be accepted by the entity
* @return true if the mission can be accepted by the entity, false otherwise
*/
bool IsAvalible() const;
/**
* Sets the mission state to available, takes into account if this mission is repeatable
*/
void MakeAvalible();
/**
* Returns whether this mission is one where an entity simply has to go somewhere, but doesn't have to turn in the
* mission tasks at the original mission giver (called a fetch mission).
* @return true if this is a fetch mission, false otherwise
*/
bool IsFetchMission() const;
/**
* Accepts this mission, setting it to available. Also progresses any of the tasks if the entity has already
* progressed for them (for example "collect X bricks", will fast track for the amount of bricks the entity
* already has).
*/
void Accept();
/**
* Completes the mission and handles all logistics regarding that: checking all tasks, handing out rewards,
* emailing them if the inventory is full, etc. If the mission tasks have not all been completed this is a no-op.
* @param yieldRewards if true, rewards will be given to the entity
*/
void Complete(bool yieldRewards = true);
/**
* Checks if this mission is ready to be completed and updates the state if so. If this is an achievement, the
* state will automatically be updated to completed as there's nobody to hand achievements in to.
*/
void CheckCompletion();
/**
* Gives all the rewards (items, score, stats, etc.) to the entity. Takes into account if the entity has completed
* the mission before.
*/
void YieldRewards();
/**
* Attempts to progress tasks of a certain type for this mission. Note that the interpretation of any of these
* arguments is up to the mission task at hand.
* @param type the mission task type to progress
* @param value the value to progress the mission task with
* @param associate optional object ID that was related to the progression
* @param targets optional multiple targets that need to be met for progression
* @param count optional count to progress with
*/
void Progress(MissionTaskType type, int32_t value, LWOOBJID associate = 0, const std::string& targets = "", int32_t count = 1);
/**
* Returns if the mission ID that's given belongs to an existing mission
* @param missionId the mission ID to check for
* @return true if the mission exists, false otherwise
*/
static bool IsValidMission(uint32_t missionId);
/**
* Returns if the mission ID that's given belongs to an existing mission
* @param missionId the mission ID to check for
* @param info variable to store the queried mission information in
* @return true if the mission exists, false otherwise
*/
static bool IsValidMission(uint32_t missionId, CDMissions& info);
private:
/**
* Progresses all the newly accepted tasks for this mission after it has been accepted to reflect the state of the
* inventory of the entity.
*/
void Catchup();
/**
* The database information that corresponds to this mission
*/
const CDMissions* info;
/**
* The current state this mission is in
*/
MissionState m_State;
/**
* The number of times the entity has completed this mission
*/
uint32_t m_Completions;
/**
* The last time the entity completed this mission
*/
uint32_t m_Timestamp;
/**
* The mission component of the entity that owns this mission
*/
MissionComponent* m_MissionComponent;
/**
* Optionally specific reward that should be returned from the possible rewards indicated by the client
*/
LOT m_Reward;
/**
* All the tasks that can be progressed for this mission
*/
std::vector<MissionTask*> m_Tasks;
};

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#pragma once
enum class MissionLockState : int
{
MISSION_LOCK_LOCKED,
MISSION_LOCK_NEW,
MISSION_LOCK_UNLOCKED,
};

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#include "MissionPrerequisites.h"
#include <sstream>
#include <ctime>
#include "CDClientManager.h"
#include "dLogger.h"
PrerequisiteExpression::PrerequisiteExpression(const std::string& str) {
std::stringstream a;
std::stringstream b;
std::stringstream s;
auto bor = false;
auto sub = false;
auto done = false;
for (auto i = 0u; i < str.size(); ++i) {
if (done) {
break;
}
const auto character = str[i];
switch (character) {
case '|':
bor = true;
b << str.substr(i + 1);
done = true;
break;
case ' ':
case ')':
break;
case ',':
case '&':
case '(':
b << str.substr(i + 1);
done = true;
break;
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9':
if (sub) {
s << character;
}
else {
a << character;
}
break;
case ':':
sub = true;
break;
default:
break;
}
}
this->m_or = bor;
const auto aString = a.str();
if (!aString.empty()) {
this->a = std::stoul(a.str());
}
else {
this->a = 0;
}
const auto subString = s.str();
if (!subString.empty()) {
this->sub = std::stoul(s.str());
}
else {
this->sub = 0;
}
const auto bString = b.str();
if (!bString.empty()) {
this->b = new PrerequisiteExpression(bString);
}
else {
this->b = nullptr;
}
}
bool PrerequisiteExpression::Execute(const std::unordered_map<uint32_t, Mission*>& missions) const {
auto a = this->a == 0;
auto b = this->b == nullptr;
if (!a) {
const auto index = missions.find(this->a);
if (index != missions.end()) {
const auto* mission = index->second;
if (this->sub != 0) {
// Special case for one Wisp Lee repeatable mission.
a = mission->GetClientInfo().id == 1883 ?
mission->GetMissionState() == static_cast<MissionState>(this->sub) :
mission->GetMissionState() >= static_cast<MissionState>(this->sub);
}
else if (mission->IsComplete()) {
a = true;
}
}
}
if (!b) {
b = this->b->Execute(missions);
}
if (this->m_or) {
return a || b;
}
return a && b;
}
PrerequisiteExpression::~PrerequisiteExpression() {
delete b;
}
bool MissionPrerequisites::CanAccept(const uint32_t missionId, const std::unordered_map<uint32_t, Mission*>& missions) {
const auto& missionIndex = missions.find(missionId);
if (missionIndex != missions.end()) {
auto* mission = missionIndex->second;
const auto& info = mission->GetClientInfo();
if (info.repeatable) {
const auto prerequisitesMet = CheckPrerequisites(missionId, missions);
// Checked by client
const time_t time = std::time(nullptr);
const time_t lock = mission->GetTimestamp() + info.cooldownTime * 60;
// If there's no time limit, just check the prerequisites, otherwise make sure both conditions are met
return (info.cooldownTime == -1 ? prerequisitesMet : (lock - time < 0)) && prerequisitesMet;
}
// Mission is already accepted and cannot be repeatedly accepted
return false;
}
// Mission is not yet accepted, check the prerequisites
return CheckPrerequisites(missionId, missions);
}
bool MissionPrerequisites::CheckPrerequisites(uint32_t missionId, const std::unordered_map<uint32_t, Mission*>& missions) {
const auto& index = expressions.find(missionId);
if (index != expressions.end()) {
return index->second->Execute(missions);
}
auto* missionsTable = CDClientManager::Instance()->GetTable<CDMissionsTable>("Missions");
const auto missionEntries = missionsTable->Query([=](const CDMissions& entry) {
return entry.id == static_cast<int>(missionId);
});
if (missionEntries.empty())
return false;
auto* expression = new PrerequisiteExpression(missionEntries[0].prereqMissionID);
expressions.insert_or_assign(missionId, expression);
return expression->Execute(missions);
}
std::unordered_map<uint32_t, PrerequisiteExpression*> MissionPrerequisites::expressions = {};

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#pragma once
#include <vector>
#include <string>
#include <map>
#include "Mission.h"
/**
* An expression that checks if a mission may be accepted or not
*/
class PrerequisiteExpression final
{
bool m_or;
uint32_t a;
uint32_t sub;
PrerequisiteExpression* b;
public:
/**
* Executes the prerequisite, checking its contents and returning whether or not the mission may be accepted
* @param missions the list of missions to check the prerequisites against (f.e. whether they're completed)
* @return whether or not all the prerequisites are met
*/
bool Execute(const std::unordered_map<uint32_t, Mission*>& missions) const;
explicit PrerequisiteExpression(const std::string& str);
~PrerequisiteExpression();
};
/**
* Utility class for checking whether or not a mission can be accepted using its prerequisites
*/
class MissionPrerequisites final
{
public:
/**
* Checks whether or not the mission identified by the specified ID can be accepted based on the mission inventory passed.
* Also performs checks for daily missions (e.g. if the time out is valid).
* @param missionId the mission ID to check prerequisites for
* @param missions the mission inventory to check the prerequisites against
* @return whether or not the mission identified by the specified ID can be accepted
*/
static bool CanAccept(uint32_t missionId, const std::unordered_map<uint32_t, Mission*>& missions);
private:
/**
* Cache of all the executed prerequisites
*/
static std::unordered_map<uint32_t, PrerequisiteExpression*> expressions;
/**
* Checks the prerequisites for a mission
* @param missionId the mission ID to check prerequisites for
* @param missions the mission inventory to check the prerequisites against
* @return whether or not the mission identified by the specified ID can be accepted
*/
static bool CheckPrerequisites(uint32_t missionId, const std::unordered_map<uint32_t, Mission*>& missions);
};

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#pragma once
/**
* Represents the possible states a mission can be in
*/
enum class MissionState : int {
/**
* The mission state is unknown
*/
MISSION_STATE_UNKNOWN = -1,
/**
* The mission is yielding rewards
*/
MISSION_STATE_REWARDING = 0,
/**
* The mission can be accepted
*/
MISSION_STATE_AVAILABLE = 1,
/**
* The mission has been accepted but not yet completed
*/
MISSION_STATE_ACTIVE = 2,
/**
* All the tasks for the mission have been completed and the entity can turn the mission in to complete it
*/
MISSION_STATE_READY_TO_COMPLETE = 4, //!< The mission is ready to complete
/**
* The mission has been completed
*/
MISSION_STATE_COMPLETE = 8,
/**
* The mission is available again and has been completed before. Used for daily missions.
*/
MISSION_STATE_COMPLETE_AVAILABLE = 9,
/**
* The mission is active and has been completed before. Used for daily missions.
*/
MISSION_STATE_COMPLETE_ACTIVE = 10,
/**
* The mission has been completed before and has now been completed again. Used for daily missions.
*/
MISSION_STATE_COMPLETE_READY_TO_COMPLETE = 12
};

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#include <sstream>
#include "MissionTask.h"
#include "Game.h"
#include "dLogger.h"
#include "Mission.h"
#include "Character.h"
#include "dServer.h"
#include "EntityManager.h"
#include "ScriptedActivityComponent.h"
#include "GameMessages.h"
#include "dZoneManager.h"
#include "MissionComponent.h"
MissionTask::MissionTask(Mission* mission, CDMissionTasks* info, uint32_t mask)
{
this->info = info;
this->mission = mission;
this->mask = mask;
progress = 0;
std::istringstream stream(info->taskParam1);
std::string token;
while (std::getline(stream, token, ',')) {
uint32_t parameter;
if (GeneralUtils::TryParse(token, parameter)) {
parameters.push_back(parameter);
}
}
stream = std::istringstream(info->targetGroup);
while (std::getline(stream, token, ',')) {
uint32_t parameter;
if (GeneralUtils::TryParse(token, parameter)) {
targets.push_back(parameter);
}
}
}
MissionTaskType MissionTask::GetType() const
{
return static_cast<MissionTaskType>(info->taskType);
}
uint32_t MissionTask::GetProgress() const
{
return progress;
}
void MissionTask::SetProgress(const uint32_t value, const bool echo)
{
if (progress == value)
{
return;
}
progress = value;
if (!echo)
{
return;
}
auto* entity = mission->GetAssociate();
if (entity == nullptr)
{
return;
}
std::vector<float> updates;
updates.push_back(static_cast<float>(progress));
GameMessages::SendNotifyMissionTask(
entity,
entity->GetSystemAddress(),
static_cast<int>(info->id),
static_cast<int>(1 << (mask + 1)),
updates
);
}
void MissionTask::SetUnique(const std::vector<uint32_t>& value)
{
unique = value;
}
void MissionTask::AddProgress(int32_t value)
{
value += progress;
if (value > info->targetValue)
{
value = info->targetValue;
}
if (value < 0)
{
value = 0;
}
SetProgress(value);
}
Mission* MissionTask::GetMission() const
{
return mission;
}
uint32_t MissionTask::GetTarget() const
{
return info->target;
}
const CDMissionTasks& MissionTask::GetClientInfo() const
{
return *info;
}
uint32_t MissionTask::GetMask() const
{
return mask;
}
const std::vector<uint32_t>& MissionTask::GetUnique() const
{
return unique;
}
const std::vector<uint32_t>& MissionTask::GetTargets() const
{
return targets;
}
const std::vector<uint32_t>& MissionTask::GetParameters() const
{
return parameters;
}
std::vector<uint32_t> MissionTask::GetAllTargets() const
{
auto targets = GetTargets();
targets.push_back(GetTarget());
return targets;
}
bool MissionTask::InTargets(const uint32_t value) const
{
auto targets = GetTargets();
return std::find(targets.begin(), targets.end(), value) != targets.end();
}
bool MissionTask::InAllTargets(const uint32_t value) const
{
auto targets = GetAllTargets();
return std::find(targets.begin(), targets.end(), value) != targets.end();
}
bool MissionTask::InParameters(const uint32_t value) const
{
auto parameters = GetParameters();
return std::find(parameters.begin(), parameters.end(), value) != parameters.end();
}
bool MissionTask::IsComplete() const
{
// Minigames are the only ones where the target value is a score they need to get but the actual target is the act ID
return GetType() == MissionTaskType::MISSION_TASK_TYPE_MINIGAME ? progress == info->target : progress >= info->targetValue;
}
void MissionTask::Complete()
{
// Minigames are the only ones where the target value is a score they need to get but the actual target is the act ID
SetProgress(GetType() == MissionTaskType::MISSION_TASK_TYPE_MINIGAME ? info->target : info->targetValue);
}
void MissionTask::CheckCompletion() const
{
if (IsComplete())
{
mission->CheckCompletion();
}
}
void MissionTask::Progress(int32_t value, LWOOBJID associate, const std::string& targets, int32_t count)
{
if (IsComplete() && count > 0) return;
const auto type = GetType();
if (count < 0)
{
if (mission->IsMission() && type == MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION && InAllTargets(value))
{
if (parameters.size() > 0 && (parameters[0] & 1) != 0)
{
return;
}
auto* inventoryComponent = mission->GetAssociate()->GetComponent<InventoryComponent>();
if (inventoryComponent != nullptr)
{
int32_t itemCount = inventoryComponent->GetLotCountNonTransfer(value);
if (itemCount < info->targetValue)
{
SetProgress(itemCount);
if (mission->IsReadyToComplete())
{
mission->MakeActive();
}
}
}
}
return;
}
Entity* entity;
ScriptedActivityComponent* activity;
uint32_t activityId;
uint32_t lot;
uint32_t collectionId;
std::vector<LDFBaseData*> settings;
switch (type) {
case MissionTaskType::MISSION_TASK_TYPE_UNKNOWN:
break;
case MissionTaskType::MISSION_TASK_TYPE_ACTIVITY:
{
if (InAllTargets(value)) {
AddProgress(count);
break;
}
entity = EntityManager::Instance()->GetEntity(associate);
if (entity == nullptr) {
if (associate != LWOOBJID_EMPTY) {
Game::logger->Log("MissionTask", "Failed to find associated entity (%llu)!\n", associate);
}
break;
}
activity = static_cast<ScriptedActivityComponent*>(entity->GetComponent(COMPONENT_TYPE_REBUILD));
if (activity == nullptr)
{
break;
}
activityId = activity->GetActivityID();
const auto activityIdOverride = entity->GetVar<int32_t>(u"activityID");
if (activityIdOverride != 0)
{
activityId = activityIdOverride;
}
if (!InAllTargets(activityId)) break;
AddProgress(count);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_FOOD:
case MissionTaskType::MISSION_TASK_TYPE_MISSION_INTERACTION:
{
if (GetTarget() != value) break;
AddProgress(count);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_EMOTE:
{
if (!InParameters(value)) break;
entity = EntityManager::Instance()->GetEntity(associate);
if (entity == nullptr)
{
Game::logger->Log("MissionTask", "Failed to find associated entity (%llu)!\n", associate);
break;
}
lot = static_cast<uint32_t>(entity->GetLOT());
if (GetTarget() != lot) break;
AddProgress(count);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_SKILL:
{
if (!InParameters(value)) break;
AddProgress(count);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_MINIGAME:
{
if (targets != info->targetGroup || info->targetValue > value)
break;
auto* minigameManager = EntityManager::Instance()->GetEntity(associate);
if (minigameManager == nullptr)
break;
int32_t gameID = minigameManager->GetLOT();
auto* sac = minigameManager->GetComponent<ScriptedActivityComponent>();
if (sac != nullptr) {
gameID = sac->GetActivityID();
}
if (info->target != gameID) {
break;
}
Game::logger->Log("Minigame Task", "Progressing minigame with %s %d > %d (%d)\n",
targets.c_str(), value, info->targetValue, gameID);
SetProgress(info->target);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_VISIT_PROPERTY:
{
if (!InAllTargets(value)) break;
if (std::find(unique.begin(), unique.end(), static_cast<uint32_t>(associate)) != unique.end()) break;
AddProgress(count);
unique.push_back(associate);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_ENVIRONMENT:
{
if (!InAllTargets(value)) break;
entity = EntityManager::Instance()->GetEntity(associate);
if (entity == nullptr)
{
Game::logger->Log("MissionTask", "Failed to find associated entity (%llu)!\n", associate);
break;
}
collectionId = entity->GetCollectibleID();
collectionId = static_cast<uint32_t>(collectionId) + static_cast<uint32_t>(Game::server->GetZoneID() << 8);
if (std::find(unique.begin(), unique.end(), collectionId) != unique.end()) break;
unique.push_back(collectionId);
SetProgress(unique.size());
auto* entity = mission->GetAssociate();
if (entity == nullptr) break;
auto* missionComponent = entity->GetComponent<MissionComponent>();
if (missionComponent == nullptr) break;
missionComponent->AddCollectible(collectionId);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_LOCATION:
{
if (info->targetGroup != targets) break;
AddProgress(count);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_RACING:
{
if (parameters.empty()) break;
if (!InAllTargets(dZoneManager::Instance()->GetZone()->GetWorldID())) break;
if (parameters[0] != associate) break;
if (associate == 1 || associate == 15)
{
if (value > info->targetValue) break;
AddProgress(1);
}
else if (associate == 2 || associate == 3)
{
if (info->targetValue < value) break;
AddProgress(info->targetValue);
}
else if (associate == 10)
{
if (info->targetValue > value)
{
AddProgress(info->targetValue);
}
}
else
{
AddProgress(count);
}
break;
}
case MissionTaskType::MISSION_TASK_TYPE_PET_TAMING:
case MissionTaskType::MISSION_TASK_TYPE_SCRIPT:
case MissionTaskType::MISSION_TASK_TYPE_NON_MISSION_INTERACTION:
case MissionTaskType::MISSION_TASK_TYPE_MISSION_COMPLETE:
case MissionTaskType::MISSION_TASK_TYPE_POWERUP:
case MissionTaskType::MISSION_TASK_TYPE_SMASH:
case MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION:
case MissionTaskType::MISSION_TASK_TYPE_PLAYER_FLAG:
{
if (!InAllTargets(value)) break;
AddProgress(count);
break;
}
default:
Game::logger->Log("MissionTask", "Invalid mission task type (%i)!\n", static_cast<int>(type));
return;
}
CheckCompletion();
}
MissionTask::~MissionTask()
{
targets.clear();
parameters.clear();
unique.clear();
}

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#pragma once
#include "CDMissionTasksTable.h"
#include "MissionTaskType.h"
#include "dCommonVars.h"
class Mission;
/**
* A task that can be progressed and completed for a mission.
*/
class MissionTask final
{
public:
MissionTask(Mission* mission, CDMissionTasks* info, uint32_t mask);
~MissionTask();
/**
* Attempts to progress this task using the provided parameters. Note that the behavior of this method is different
* for each mission task type.
* @param value the value to progress by
* @param associate optional object ID of an entity that was related to the porgression
* @param targets optional multiple targets that need to be met to progress
* @param count a number that indicates the times to progress
*/
void Progress(int32_t value, LWOOBJID associate = 0, const std::string& targets = "", int32_t count = 1);
/**
* Returns the current progression of this task
* @return the current progression of this task
*/
uint32_t GetProgress() const;
/**
* Progresses the progress of this task by the provided value. Does not exceed the target progress.
* @param value the value to progress by
*/
void AddProgress(int32_t value);
/**
* Sets the progress of the task and optionally notifies the client
* @param value the value to set for the progress
* @param echo if true, this will notify the client of the change
*/
void SetProgress(uint32_t value, bool echo = true);
/**
* Returns the mission this task belongs to
* @return the mission this task belongs to
*/
Mission* GetMission() const;
/**
* Returns the type of this task
* @return the type of this task
*/
MissionTaskType GetType() const;
/**
* Returns the value that should be progressed to, to complete the mission (the target value)
* @return the target value
*/
uint32_t GetTarget() const;
/**
* Returns the database information for this mission
* @return the database information for this mission
*/
const CDMissionTasks& GetClientInfo() const;
/**
* Returns the mask for this mission, used for communicating updates
* @return the mask for this mission, used for communicating updates
*/
uint32_t GetMask() const;
/**
* Returns the currently visited list of unique locations (only used for visiting mission types)
* @return the currently visited list of unique locations
*/
const std::vector<uint32_t>& GetUnique() const;
/**
* Sets the uniquely visited list of locations
* @param value the uniquely visited list of locations
*/
void SetUnique(const std::vector<uint32_t>& value);
/**
* Returns the possibly target values for this mission task for progression
* @return the possibly target values for this mission task for progression
*/
const std::vector<uint32_t>& GetTargets() const;
/**
* Returns the parameters for this task: meta information that determines if the task can be progressed. Note:
* not used by all task types.
* @return the parameters for this task
*/
const std::vector<uint32_t>& GetParameters() const;
/**
* Returns all the target values for this mission, including the target value concatenated by the optional list of
* targets parsed as ints.
* @return all the targets for this task
*/
std::vector<uint32_t> GetAllTargets() const;
/**
* Returns whether the value is in the list of target values of this task
* @param value the value to check for
* @return true if the value is in the target list, false otherwise
*/
bool InTargets(uint32_t value) const;
/**
* Returns whether the value is in one of the target values or equals the individual target value of this task
* @param value the value to check for
* @return true if the value is one of the targets, false otherwise
*/
bool InAllTargets(uint32_t value) const;
/**
* Checks if the provided is one of the parameters for this task
* @param value the value to check for
* @return true if the value is one of the parameters, false otherwise
*/
bool InParameters(uint32_t value) const;
/**
* Checks if this task has been completed by comparing its progress against the target value
* @return true if the task has been completed, false otherwise
*/
bool IsComplete() const;
/**
* Completes the mission by setting the progress to the required value
*/
void Complete();
private:
/**
* Datbase information about this task
*/
CDMissionTasks* info;
/**
* The mission this task belongs to
*/
Mission* mission;
/**
* Mask used for communicating mission updates
*/
uint32_t mask;
/**
* The current progression towards the target
*/
uint32_t progress;
/**
* The list of target values for progressing this task
*/
std::vector<uint32_t> targets;
/**
* The list of parameters for progressing this task (not used by all task types)
*/
std::vector<uint32_t> parameters;
/**
* The unique places visited for progression (not used by all task types)
*/
std::vector<uint32_t> unique;
/**
* Checks if the task is complete, and if so checks if the parent mission is complete
*/
void CheckCompletion() const;
};

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#pragma once
//! An enum for mission task types
enum class MissionTaskType : int {
MISSION_TASK_TYPE_UNKNOWN = -1, //!< The task type is unknown
MISSION_TASK_TYPE_SMASH = 0, //!< A task for smashing something
MISSION_TASK_TYPE_SCRIPT = 1, //!< A task handled by a server LUA script
MISSION_TASK_TYPE_ACTIVITY = 2, //!< A task for completing a quickbuild
MISSION_TASK_TYPE_ENVIRONMENT = 3, //!< A task for something in the environment
MISSION_TASK_TYPE_MISSION_INTERACTION = 4, //!< A task for interacting with a mission
MISSION_TASK_TYPE_EMOTE = 5, //!< A task for playing an emote
MISSION_TASK_TYPE_FOOD = 9, //!< A task for eating food
MISSION_TASK_TYPE_SKILL = 10, //!< A task for performing a skill
MISSION_TASK_TYPE_ITEM_COLLECTION = 11, //!< A task for collecting an item
MISSION_TASK_TYPE_LOCATION = 12, //!< A task for finding a location
MISSION_TASK_TYPE_MINIGAME = 14, //!< A task for doing something in a minigame
MISSION_TASK_TYPE_NON_MISSION_INTERACTION = 15, //!< A task for interacting with a non-mission
MISSION_TASK_TYPE_MISSION_COMPLETE = 16, //!< A task for completing a mission
MISSION_TASK_TYPE_POWERUP = 21, //!< A task for collecting a powerup
MISSION_TASK_TYPE_PET_TAMING = 22, //!< A task for taming a pet
MISSION_TASK_TYPE_RACING = 23, //!< A task for racing
MISSION_TASK_TYPE_PLAYER_FLAG = 24, //!< A task for setting a player flag
MISSION_TASK_TYPE_VISIT_PROPERTY = 30 //!< A task for visiting a property
};