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Fix missions re-ordering on reload (#686)
* Fix missions re-ordering on reload Check for success rather than failure * Add a comment * Get base value from database * Update Mission.h
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@ -24,6 +24,7 @@ std::unordered_map<size_t, std::vector<uint32_t>> MissionComponent::m_Achievemen
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//! Initializer
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MissionComponent::MissionComponent(Entity* parent) : Component(parent) {
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m_LastUsedMissionOrderUID = dZoneManager::Instance()->GetUniqueMissionIdStartingValue();
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}
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//! Destructor
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@ -83,6 +84,7 @@ void MissionComponent::AcceptMission(const uint32_t missionId, const bool skipCh
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if (mission != nullptr) {
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if (mission->GetClientInfo().repeatable) {
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mission->Accept();
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if (mission->IsMission()) mission->SetUniqueMissionOrderID(++m_LastUsedMissionOrderUID);
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}
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return;
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@ -90,6 +92,8 @@ void MissionComponent::AcceptMission(const uint32_t missionId, const bool skipCh
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mission = new Mission(this, missionId);
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if (mission->IsMission()) mission->SetUniqueMissionOrderID(++m_LastUsedMissionOrderUID);
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mission->Accept();
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this->m_Missions.insert_or_assign(missionId, mission);
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@ -299,6 +303,8 @@ bool MissionComponent::LookForAchievements(MissionTaskType type, int32_t value,
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m_Missions.insert_or_assign(missionID, instance);
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if (instance->IsMission()) instance->SetUniqueMissionOrderID(++m_LastUsedMissionOrderUID);
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instance->Accept();
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any = true;
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@ -368,6 +374,8 @@ bool MissionComponent::LookForAchievements(MissionTaskType type, int32_t value,
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m_Missions.insert_or_assign(mission.id, instance);
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if (instance->IsMission()) instance->SetUniqueMissionOrderID(++m_LastUsedMissionOrderUID);
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instance->Accept();
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any = true;
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@ -523,6 +531,7 @@ void MissionComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
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auto* currentM = cur->FirstChildElement();
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uint32_t missionOrder{};
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while (currentM) {
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int missionId;
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@ -532,6 +541,11 @@ void MissionComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
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mission->LoadFromXml(currentM);
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if (currentM->QueryAttribute("o", &missionOrder) == tinyxml2::XML_SUCCESS && mission->IsMission()) {
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mission->SetUniqueMissionOrderID(missionOrder);
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if (missionOrder > m_LastUsedMissionOrderUID) m_LastUsedMissionOrderUID = missionOrder;
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}
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currentM = currentM->NextSiblingElement();
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m_Missions.insert_or_assign(missionId, mission);
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@ -565,17 +579,16 @@ void MissionComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
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if (mission) {
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const auto complete = mission->IsComplete();
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if (complete) {
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auto* m = doc->NewElement("m");
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auto* m = doc->NewElement("m");
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if (complete) {
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mission->UpdateXml(m);
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done->LinkEndChild(m);
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continue;
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}
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auto* m = doc->NewElement("m");
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if (mission->IsMission()) m->SetAttribute("o", mission->GetUniqueMissionOrderID());
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mission->UpdateXml(m);
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@ -193,6 +193,13 @@ private:
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* combination of tasks and values, so that they can be easily re-queried later
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*/
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static std::unordered_map<size_t, std::vector<uint32_t>> m_AchievementCache;
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/**
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* Order of missions in the UI. This value is incremented by 1
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* for each mission the Entity that owns this component accepts.
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* In live this value started at 745.
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*/
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uint32_t m_LastUsedMissionOrderUID = 746U;
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};
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#endif // MISSIONCOMPONENT_H
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@ -26,6 +26,8 @@ Mission::Mission(MissionComponent* missionComponent, const uint32_t missionId) {
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m_Timestamp = 0;
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m_UniqueMissionID = dZoneManager::Instance()->GetUniqueMissionIdStartingValue();
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m_Reward = 0;
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m_State = MissionState::MISSION_STATE_UNKNOWN;
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@ -283,6 +285,7 @@ void Mission::Accept() {
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void Mission::Complete(const bool yieldRewards) {
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if (m_State != MissionState::MISSION_STATE_ACTIVE && m_State != MissionState::MISSION_STATE_COMPLETE_ACTIVE) {
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// If we are accepting a mission here there is no point to giving it a unique ID since we just complete it immediately.
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Accept();
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}
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@ -220,6 +220,18 @@ public:
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* @return true if the mission exists, false otherwise
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*/
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static bool IsValidMission(uint32_t missionId, CDMissions& info);
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/**
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* @brief Returns the unique mission order ID
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*
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* @return The unique order ID
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*/
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uint32_t GetUniqueMissionOrderID() { return m_UniqueMissionID; };
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/**
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* Sets the unique mission order ID of this mission
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*/
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void SetUniqueMissionOrderID(uint32_t value) { m_UniqueMissionID = value; };
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private:
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/**
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* Progresses all the newly accepted tasks for this mission after it has been accepted to reflect the state of the
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@ -261,6 +273,11 @@ private:
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* All the tasks that can be progressed for this mission
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*/
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std::vector<MissionTask*> m_Tasks;
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/**
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* The unique ID what order this mission was accepted in.
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*/
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uint32_t m_UniqueMissionID;
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};
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#endif
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@ -240,3 +240,12 @@ std::vector<Spawner*> dZoneManager::GetSpawnersInGroup(std::string group) {
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return spawnersInGroup;
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}
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uint32_t dZoneManager::GetUniqueMissionIdStartingValue() {
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if (m_UniqueMissionIdStart == 0) {
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT COUNT(*) FROM Missions WHERE isMission = 0 GROUP BY isMission;");
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m_UniqueMissionIdStart = tableData.getIntField(0, -1);
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tableData.finalize();
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}
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return m_UniqueMissionIdStart;
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}
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@ -43,6 +43,7 @@ public:
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void Update(float deltaTime);
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Entity* GetZoneControlObject() { return m_ZoneControlObject; }
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bool GetPlayerLoseCoinOnDeath() { return m_PlayerLoseCoinsOnDeath; }
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uint32_t GetUniqueMissionIdStartingValue();
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private:
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/**
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@ -55,6 +56,11 @@ private:
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*/
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int32_t m_CurrencyConversionRate = 0;
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/**
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* The starting unique mission ID.
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*/
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uint32_t m_UniqueMissionIdStart = 0;
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static dZoneManager* m_Address; //Singleton
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Zone* m_pZone;
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LWOZONEID m_ZoneID;
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