#include #include "MissionTask.h" #include "Game.h" #include "Logger.h" #include "Mission.h" #include "Character.h" #include "dServer.h" #include "EntityManager.h" #include "ScriptedActivityComponent.h" #include "GameMessages.h" #include "dZoneManager.h" #include "InventoryComponent.h" #include "MissionComponent.h" #include "eMissionTaskType.h" #include "eReplicaComponentType.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, ',')) { const auto parameter = GeneralUtils::TryParse(token); if (parameter) parameters.push_back(parameter.value()); } stream = std::istringstream(info->targetGroup); while (std::getline(stream, token, ',')) { const auto parameter = GeneralUtils::TryParse(token); if (parameter) targets.push_back(parameter.value()); } } eMissionTaskType MissionTask::GetType() const { return static_cast(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 updates; updates.push_back(static_cast(progress)); GameMessages::SendNotifyMissionTask(entity, entity->GetSystemAddress(), static_cast(info->id), static_cast(1 << (mask + 1)), updates); } void MissionTask::SetUnique(const std::vector& 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& MissionTask::GetUnique() const { return unique; } const std::vector& MissionTask::GetTargets() const { return targets; } const std::vector& MissionTask::GetParameters() const { return parameters; } std::vector 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 { // Mission 668 has task uid 984 which is a bit mask. Its completion value is 3. if (info->uid == 984) { return progress >= 3; } else { return progress >= info->targetValue; } } void MissionTask::Complete() { SetProgress(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 == eMissionTaskType::GATHER && InAllTargets(value)) { if (parameters.size() > 0 && (parameters[0] & 4) != 0) { return; } auto* inventoryComponent = mission->GetAssociate()->GetComponent(); 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 settings; switch (type) { case eMissionTaskType::UNKNOWN: break; case eMissionTaskType::ACTIVITY: { if (InAllTargets(value)) { AddProgress(count); break; } entity = Game::entityManager->GetEntity(associate); if (entity == nullptr) { if (associate != LWOOBJID_EMPTY) { LOG("Failed to find associated entity (%llu)!", associate); } break; } activity = static_cast(entity->GetComponent(eReplicaComponentType::QUICK_BUILD)); if (activity == nullptr) { break; } activityId = activity->GetActivityID(); const auto activityIdOverride = entity->GetVar(u"activityID"); if (activityIdOverride != 0) { activityId = activityIdOverride; } if (!InAllTargets(activityId)) break; AddProgress(count); break; } case eMissionTaskType::USE_ITEM: case eMissionTaskType::TALK_TO_NPC: { if (GetTarget() != value) break; AddProgress(count); break; } case eMissionTaskType::EMOTE: { if (!InParameters(value)) break; entity = Game::entityManager->GetEntity(associate); if (entity == nullptr) { LOG("Failed to find associated entity (%llu)!", associate); break; } lot = static_cast(entity->GetLOT()); if (GetTarget() != lot) break; AddProgress(count); break; } case eMissionTaskType::USE_SKILL: { // This is a complicated check because for some missions we need to check for the associate being in the parameters instead of the value being in the parameters. if (associate == LWOOBJID_EMPTY && GetAllTargets().size() == 1 && GetAllTargets()[0] == -1) { if (InParameters(value)) AddProgress(count); } else { if (InParameters(associate) && InAllTargets(value)) AddProgress(count); } break; } case eMissionTaskType::PERFORM_ACTIVITY: { auto* minigameManager = Game::entityManager->GetEntity(associate); if (minigameManager == nullptr) break; int32_t gameID = minigameManager->GetLOT(); auto* sac = minigameManager->GetComponent(); if (sac != nullptr) { gameID = sac->GetActivityID(); } if (info->target != gameID) { break; } // This special case is for shooting gallery missions that want their // progress value set to 1 instead of being set to the target value. if (info->targetGroup == targets && value >= info->targetValue && GetMission()->IsMission() && info->target == 1864 && info->targetGroup == "performact_score") { SetProgress(1); break; } if (info->targetGroup == targets && value >= info->targetValue) { SetProgress(info->targetValue); break; } break; } case eMissionTaskType::VISIT_PROPERTY: { if (!InAllTargets(value)) break; if (std::find(unique.begin(), unique.end(), static_cast(associate)) != unique.end()) break; AddProgress(count); unique.push_back(associate); break; } case eMissionTaskType::COLLECTION: { if (!InAllTargets(value)) break; entity = Game::entityManager->GetEntity(associate); if (entity == nullptr) { LOG("Failed to find associated entity (%llu)!", associate); break; } collectionId = entity->GetCollectibleID(); collectionId = static_cast(collectionId) + static_cast(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(); if (missionComponent == nullptr) break; missionComponent->AddCollectible(collectionId); break; } case eMissionTaskType::EXPLORE: { if (info->targetGroup != targets) break; AddProgress(count); break; } case eMissionTaskType::RACING: { // The meaning of associate can be found in eRacingTaskParam.h if (parameters.empty()) break; if (!InAllTargets(Game::zoneManager->GetZone()->GetWorldID()) && !(parameters[0] == 4 || parameters[0] == 5) && !InAllTargets(value)) break; if (parameters[0] != associate) break; if (associate == 1 || associate == 2 || associate == 3) { if (value > info->targetValue) break; AddProgress(info->targetValue); } // task 15 is a bit mask! else if (associate == 15) { if (!InAllTargets(value)) break; auto tempProgress = GetProgress(); // If we won at Nimbus Station, set bit 0 if (value == 1203) SetProgress(tempProgress |= 1 << 0); // If we won at Gnarled Forest, set bit 1 else if (value == 1303) SetProgress(tempProgress |= 1 << 1); // If both bits are set, then the client sees the mission as complete. } else if (associate == 10) { // If the player did not crash during the race, progress this task by count. if (value != 0) break; AddProgress(count); } else if (associate == 4 || associate == 5 || associate == 14) { if (!InAllTargets(value)) break; AddProgress(count); } else if (associate == 17) { if (!InAllTargets(value)) break; AddProgress(count); } else { AddProgress(count); } break; } case eMissionTaskType::PET_TAMING: case eMissionTaskType::SCRIPT: case eMissionTaskType::INTERACT: case eMissionTaskType::META: case eMissionTaskType::POWERUP: case eMissionTaskType::SMASH: case eMissionTaskType::GATHER: case eMissionTaskType::PLAYER_FLAG: case eMissionTaskType::EARN_REPUTATION: { if (!InAllTargets(value)) break; AddProgress(count); break; } case eMissionTaskType::PLACE_MODEL: { AddProgress(count); break; } case eMissionTaskType::DONATION: AddProgress(count); break; default: LOG("Invalid mission task type (%i)!", static_cast(type)); return; } CheckCompletion(); } MissionTask::~MissionTask() { targets.clear(); parameters.clear(); unique.clear(); }