#include #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(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 { // 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(); 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 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(entity->GetComponent(COMPONENT_TYPE_REBUILD)); 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 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(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: { auto* minigameManager = EntityManager::Instance()->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; } if(info->targetGroup == targets && value >= info->targetValue) { SetProgress(info->target); break; } break; } case MissionTaskType::MISSION_TASK_TYPE_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 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(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 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()) && !(parameters[0] == 4 || parameters[0] == 5) && !InAllTargets(value)) break; if (parameters[0] != associate) break; if (associate == 1 || associate == 15 || associate == 2 || associate == 3) { if (value > info->targetValue) break; AddProgress(info->targetValue); } 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 { 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(type)); return; } CheckCompletion(); } MissionTask::~MissionTask() { targets.clear(); parameters.clear(); unique.clear(); }