#include "Mission.h" #include #include "CDClientManager.h" #include "Character.h" #include "CharacterComponent.h" #include "LevelProgressionComponent.h" #include "DestroyableComponent.h" #include "EntityManager.h" #include "Game.h" #include "GameMessages.h" #include "Mail.h" #include "MissionComponent.h" #include "eRacingTaskParam.h" #include "Logger.h" #include "dServer.h" #include "dZoneManager.h" #include "InventoryComponent.h" #include "User.h" #include "Database.h" #include "WorldConfig.h" #include "eMissionState.h" #include "eMissionTaskType.h" #include "eMissionLockState.h" #include "eReplicaComponentType.h" #include "Character.h" #include "CDMissionEmailTable.h" Mission::Mission(MissionComponent* missionComponent, const uint32_t missionId) { m_MissionComponent = missionComponent; m_Completions = 0; m_Timestamp = 0; m_UniqueMissionID = Game::zoneManager->GetUniqueMissionIdStartingValue(); m_Reward = 0; m_State = eMissionState::UNKNOWN; auto* missionsTable = CDClientManager::GetTable(); auto* mis = missionsTable->GetPtrByMissionID(missionId); info = *mis; if (mis == &CDMissionsTable::Default) { LOG("Failed to find mission (%i)!", missionId); return; } auto* tasksTable = CDClientManager::GetTable(); 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(const tinyxml2::XMLElement& element) { // Start custom XML if (element.Attribute("state") != nullptr) { m_State = static_cast(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 == eMissionTaskType::COLLECTION || type == eMissionTaskType::VISIT_PROPERTY) { std::vector 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 == eMissionTaskType::COLLECTION) { 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(m_State)); // End custom XML element.DeleteChildren(); element.SetAttribute("id", static_cast(info.id)); if (m_Completions > 0) { element.SetAttribute("cct", static_cast(m_Completions)); element.SetAttribute("cts", static_cast(m_Timestamp)); if (IsComplete()) { return; } } for (auto* task : m_Tasks) { if (task->GetType() == eMissionTaskType::COLLECTION || task->GetType() == eMissionTaskType::VISIT_PROPERTY) { auto* child = element.GetDocument()->NewElement("sv"); child->SetAttribute("v", static_cast(task->GetProgress())); element.LinkEndChild(child); for (auto unique : task->GetUnique()) { auto* uniqueElement = element.GetDocument()->NewElement("sv"); uniqueElement->SetAttribute("v", static_cast(unique)); element.LinkEndChild(uniqueElement); } break; } auto* child = element.GetDocument()->NewElement("sv"); child->SetAttribute("v", static_cast(task->GetProgress())); element.LinkEndChild(child); } } bool Mission::IsValidMission(const uint32_t missionId) { auto* table = CDClientManager::GetTable(); const auto missions = table->Query([=](const CDMissions& entry) { return entry.id == static_cast(missionId); }); return !missions.empty(); } bool Mission::IsValidMission(const uint32_t missionId, CDMissions& info) { auto* table = CDClientManager::GetTable(); const auto missions = table->Query([=](const CDMissions& entry) { return entry.id == static_cast(missionId); }); if (missions.empty()) { return false; } info = missions[0]; return true; } Entity* Mission::GetAssociate() const { return m_MissionComponent->GetParent(); } Character* Mission::GetCharacter() const { return GetAssociate()->GetCharacter(); } 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 Mission::GetTasks() const { return m_Tasks; } eMissionState 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 == eMissionState::COMPLETE; } bool Mission::IsActive() const { return m_State == eMissionState::ACTIVE || m_State == eMissionState::COMPLETE_ACTIVE; } void Mission::MakeActive() { SetMissionState(m_Completions == 0 ? eMissionState::ACTIVE : eMissionState::COMPLETE_ACTIVE); } bool Mission::IsReadyToComplete() const { return m_State == eMissionState::READY_TO_COMPLETE || m_State == eMissionState::COMPLETE_READY_TO_COMPLETE; } void Mission::MakeReadyToComplete() { SetMissionState(m_Completions == 0 ? eMissionState::READY_TO_COMPLETE : eMissionState::COMPLETE_READY_TO_COMPLETE); } bool Mission::IsAvalible() const { return m_State == eMissionState::AVAILABLE || m_State == eMissionState::COMPLETE_AVAILABLE; } bool Mission::IsFetchMission() const { return m_Tasks.size() == 1 && m_Tasks[0]->GetType() == eMissionTaskType::TALK_TO_NPC; } void Mission::MakeAvalible() { SetMissionState(m_Completions == 0 ? eMissionState::AVAILABLE : eMissionState::COMPLETE_AVAILABLE); } void Mission::Accept() { SetMissionTypeState(eMissionLockState::NEW, info.defined_type, info.defined_subtype); SetMissionState(m_Completions > 0 ? eMissionState::COMPLETE_ACTIVE : eMissionState::ACTIVE); Catchup(); } void Mission::Complete(const bool yieldRewards) { if (m_State != eMissionState::ACTIVE && m_State != eMissionState::COMPLETE_ACTIVE) { // If we are accepting a mission here there is no point to giving it a unique ID since we just complete it immediately. Accept(); } for (auto* task : m_Tasks) { task->Complete(); } SetMissionState(eMissionState::REWARDING, true); if (yieldRewards) { YieldRewards(); } SetMissionState(eMissionState::COMPLETE); m_Completions++; m_Timestamp = std::time(nullptr); auto* entity = GetAssociate(); if (entity == nullptr) { return; } auto* characterComponent = entity->GetComponent(); if (characterComponent != nullptr) { characterComponent->TrackMissionCompletion(!info.isMission); } auto* missionComponent = entity->GetComponent(); missionComponent->Progress(eMissionTaskType::META, info.id); missionComponent->Progress(eMissionTaskType::RACING, info.id, static_cast(eRacingTaskParam::COMPLETE_ANY_RACING_TASK)); missionComponent->Progress(eMissionTaskType::RACING, info.id, static_cast(eRacingTaskParam::COMPLETE_TRACK_TASKS)); auto* missionEmailTable = CDClientManager::GetTable(); 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) + "_"; if (email.messageType == 1) { const auto subject = "%[" + missionEmailBase + "subjectText]"; const auto body = "%[" + missionEmailBase + "bodyText]"; const auto sender = "%[" + missionEmailBase + "senderName]"; 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; } MakeReadyToComplete(); } void Mission::Catchup() { auto* entity = GetAssociate(); auto* inventory = static_cast(entity->GetComponent(eReplicaComponentType::INVENTORY)); for (auto* task : m_Tasks) { const auto type = task->GetType(); if (type == eMissionTaskType::GATHER) { for (auto target : task->GetAllTargets()) { const auto count = inventory->GetLotCountNonTransfer(target); for (auto i = 0U; i < count; ++i) { task->Progress(target); } } } if (type == eMissionTaskType::PLAYER_FLAG) { for (int32_t target : task->GetAllTargets()) { const auto flag = GetCharacter()->GetPlayerFlag(target); if (!flag) { continue; } task->Progress(target); if (task->IsComplete()) { break; } } } } } void Mission::YieldRewards() { auto* entity = GetAssociate(); if (entity == nullptr) { return; } auto* character = GetCharacter(); auto* inventoryComponent = entity->GetComponent(); auto* levelComponent = entity->GetComponent(); auto* characterComponent = entity->GetComponent(); auto* destroyableComponent = entity->GetComponent(); auto* missionComponent = entity->GetComponent(); // Remove mission items for (auto* task : m_Tasks) { if (task->GetType() != eMissionTaskType::GATHER) { continue; } const auto& param = task->GetParameters(); if (param.empty() || (param[0] & 1) == 0) // Should items be removed? { for (const auto target : task->GetAllTargets()) { // This is how live did it. ONLY remove item collection items from the items and hidden inventories and none of the others. inventoryComponent->RemoveItem(target, task->GetClientInfo().targetValue, eInventoryType::ITEMS); inventoryComponent->RemoveItem(target, task->GetClientInfo().targetValue, eInventoryType::QUEST); missionComponent->Progress(eMissionTaskType::GATHER, target, LWOOBJID_EMPTY, "", -task->GetClientInfo().targetValue); } } } int32_t coinsToSend = 0; if (info.LegoScore > 0) { eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT; if (levelComponent->GetLevel() >= Game::zoneManager->GetWorldConfig()->levelCap) { // Since the character is at the level cap we reward them with coins instead of UScore. coinsToSend += info.LegoScore * Game::zoneManager->GetWorldConfig()->levelCapCurrencyConversion; } else { characterComponent->SetUScore(characterComponent->GetUScore() + info.LegoScore); GameMessages::SendModifyLEGOScore(entity, entity->GetSystemAddress(), info.LegoScore, lootSource); } } // Even with no repeatable column, reputation is repeatable if (info.reward_reputation > 0) { missionComponent->Progress(eMissionTaskType::EARN_REPUTATION, 0, LWOOBJID_EMPTY, "", info.reward_reputation); auto* const character = entity->GetComponent(); if (character) { character->SetReputation(character->GetReputation() + info.reward_reputation); GameMessages::SendUpdateReputation(entity->GetObjectID(), character->GetReputation(), entity->GetSystemAddress()); } } if (m_Completions > 0) { std::vector> 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) { // Some missions reward zero of an item and so they must be allowed through this clause, // hence pair.second < 0 instead of pair.second <= 0. if (pair.second < 0 || (m_Reward > 0 && pair.first != m_Reward)) { continue; } // If a mission rewards zero of an item, make it reward 1. auto count = pair.second > 0 ? pair.second : 1; // Sanity check, 6 is the max any mission yields if (count > 6) { count = 0; } inventoryComponent->AddItem(pair.first, count, IsMission() ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT); } if (info.reward_currency_repeatable > 0 || coinsToSend > 0) { eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT; character->SetCoins(character->GetCoins() + info.reward_currency_repeatable + coinsToSend, lootSource); } return; } std::vector> 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) { // Some missions reward zero of an item and so they must be allowed through this clause, // hence pair.second < 0 instead of pair.second <= 0. if (pair.second < 0 || (m_Reward > 0 && pair.first != m_Reward)) { continue; } // If a mission rewards zero of an item, make it reward 1. auto count = pair.second > 0 ? pair.second : 1; // Sanity check, 6 is the max any mission yields if (count > 6) { count = 0; } inventoryComponent->AddItem(pair.first, count, IsMission() ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT); } if (info.reward_currency > 0 || coinsToSend > 0) { eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT; character->SetCoins(character->GetCoins() + info.reward_currency + coinsToSend, lootSource); } 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(eInventoryType::VAULT_ITEMS); auto modelInventory = inventoryComponent->GetInventory(eInventoryType::VAULT_MODELS); inventory->SetSize(inventory->GetSize() + info.reward_bankinventory); modelInventory->SetSize(modelInventory->GetSize() + info.reward_bankinventory); } if (info.reward_maxhealth > 0) { destroyableComponent->SetMaxHealth(destroyableComponent->GetMaxHealth() + static_cast(info.reward_maxhealth), true); } if (info.reward_maximagination > 0) { destroyableComponent->SetMaxImagination(destroyableComponent->GetMaxImagination() + static_cast(info.reward_maximagination), true); } Game::entityManager->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(eMissionTaskType 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 eMissionState state, const bool sendingRewards) { this->m_State = state; auto* entity = GetAssociate(); if (entity == nullptr) { return; } auto* characterComponent = entity->GetComponent(); if (!characterComponent) return; GameMessages::SendNotifyMission(entity, characterComponent->GetSystemAddress(), info.id, static_cast(state), sendingRewards); } void Mission::SetMissionTypeState(eMissionLockState 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(); }