The client checks Missions.prereqMissionID in
LWOMissionComponent::getMissionState (0x00cd7400): text without any of
!&^;,|(): is one mission ID (met when 0 or ever completed); anything else
goes through its expression reader (sub_00a32980), left to right with no
precedence, & , ; and, | or, ^ xor, ! ~ not, ( ) groups, and/or skipping
the rest once the result is known. Each operand (sub_00c90a80): "id" is
met once the mission was ever completed; "id:state" when the client's
state mask of that mission equals state.
DLU read the text right to left ignoring groups, so
"(509|229)&(812|813|814|815)" (mission 781) was met by 509 alone; a plain
ID needed the mission's state to be 8, so a repeatable being repeated
blocked the missions after it (1870 after 1869); and id:state compared the
mission's own state. GetClientMissionState moves to MissionPrerequisites
so operands can ask for the mask.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client keeps a viewed flag on each mission in progress, sets it with
SetMissionViewed (LWOMissionComponent::msgSetMissionViewed 0x00bec7a0, only
for missions in progress) and reads it as v on the mission's <cur> entry
(LWOMissionComponent::LoadFromSaveData 0x00d171c0, a number or "true", false
when missing). The server now handles SetMissionViewed, saves v="1" for a
viewed mission in progress and loads it back; saves without v load as not
viewed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOMissionComponent::getMissionState (0x00cd7400) returns a mask: COMPLETE
once the mission was completed, ORed with the state of the mission in
progress; a mission not in progress gets AVAILABLE when it was never
completed or is repeatable and its prerequisites are met, else 0. DLU's
handler answered UNKNOWN (-1, every bit set) for a mission that cannot be
taken and COMPLETE for a completed repeatable one, and ignored
cooldownInfoRequested. With cooldown info requested (0x00cd7770) the
client only checks the cooldown of a repeat in progress (state 9 or 10):
fewer whole minutes since the last completion than Missions.cooldownTime.
MissionComponent::GetMissionState, used across the server, is unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Physics/, Activity/ (activity, scripted activity, shooting gallery,
quickbuild, minigame control, racing control base, racing control, gate rush),
Vendor/, Character/ (what the client makes with a character, plus ghost,
minifig and mission), Sound/ and Property/; the rest stays where it was.
File moves only; DLU_COMPONENT_INCLUDE_DIRS gives every target the folders.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>