mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-23 14:07:20 +00:00
ef6f2f133e
* cast and code cleanup * cast cleanup * bug fixes and improvements * no getBoolField method exists * fixes * unbroke sg cannon scoring * removing comments * Remove the c-style cast warning I added from CMakeLists now that they're gone (it triggers on 3rd party dependencies and slows down compilation) * (Hopefully) fix MacOS compilation error * partially-implemented feedback * more updates to account for feedback * change bool default --------- Co-authored-by: jadebenn <jonahebenn@yahoo.com>
325 lines
7.7 KiB
C++
325 lines
7.7 KiB
C++
#include "Preconditions.h"
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#include "Game.h"
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#include "Logger.h"
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#include <sstream>
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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#include "Character.h"
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#include "CharacterComponent.h"
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#include "LevelProgressionComponent.h"
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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#include "eMissionState.h"
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std::map<uint32_t, Precondition*> Preconditions::cache = {};
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Precondition::Precondition(const uint32_t condition) {
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT type, targetLOT, targetCount FROM Preconditions WHERE id = ?;");
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query.bind(1, static_cast<int>(condition));
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auto result = query.execQuery();
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if (result.eof()) {
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this->type = PreconditionType::ItemEquipped;
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this->count = 1;
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this->values = { 0 };
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LOG("Failed to find precondition of id (%i)!", condition);
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return;
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}
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this->type = static_cast<PreconditionType>(result.fieldIsNull(0) ? 0 : result.getIntField(0));
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if (!result.fieldIsNull(1)) {
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std::istringstream stream(result.getStringField(1));
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std::string token;
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while (std::getline(stream, token, ',')) {
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uint32_t value;
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if (GeneralUtils::TryParse(token, value)) {
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this->values.push_back(value);
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}
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}
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}
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this->count = result.fieldIsNull(2) ? 1 : result.getIntField(2);
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result.finalize();
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}
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bool Precondition::Check(Entity* player, bool evaluateCosts) const {
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if (values.empty()) {
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return true; // There are very few of these
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}
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bool any;
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// Guesses
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switch (type) {
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case PreconditionType::HasItem:
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case PreconditionType::ItemEquipped:
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case PreconditionType::HasAchievement:
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case PreconditionType::MissionAvailable:
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case PreconditionType::OnMission:
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case PreconditionType::MissionComplete:
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case PreconditionType::PetDeployed:
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case PreconditionType::HasFlag:
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case PreconditionType::WithinShape:
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case PreconditionType::InBuild:
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case PreconditionType::TeamCheck:
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case PreconditionType::IsPetTaming:
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case PreconditionType::HasFaction:
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case PreconditionType::DoesNotHaveFaction:
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case PreconditionType::HasRacingLicence:
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case PreconditionType::DoesNotHaveRacingLicence:
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case PreconditionType::LegoClubMember:
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case PreconditionType::NoInteraction:
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any = true;
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break;
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case PreconditionType::DoesNotHaveItem:
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case PreconditionType::ItemNotEquipped:
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case PreconditionType::HasLevel:
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any = false;
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break;
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default:
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any = true;
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break;
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}
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auto passedAny = false;
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for (const auto value : values) {
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const auto passed = CheckValue(player, value, evaluateCosts);
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if (passed && any) {
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return true;
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}
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if (!passed && !any) {
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return false;
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}
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if (passed) {
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passedAny = true;
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}
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}
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return passedAny;
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}
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bool Precondition::CheckValue(Entity* player, const uint32_t value, bool evaluateCosts) const {
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auto* missionComponent = player->GetComponent<MissionComponent>();
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
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auto* levelComponent = player->GetComponent<LevelProgressionComponent>();
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auto* character = player->GetCharacter();
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Mission* mission;
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switch (type) {
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case PreconditionType::ItemEquipped:
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return inventoryComponent->IsEquipped(value);
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case PreconditionType::ItemNotEquipped:
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return !inventoryComponent->IsEquipped(value);
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case PreconditionType::HasItem:
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if (evaluateCosts) // As far as I know this is only used for quickbuilds, and removal shouldn't actually be handled here.
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{
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inventoryComponent->RemoveItem(value, count);
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return true;
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}
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return inventoryComponent->GetLotCount(value) >= count;
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case PreconditionType::DoesNotHaveItem:
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return inventoryComponent->IsEquipped(value) < count;
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case PreconditionType::HasAchievement:
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mission = missionComponent->GetMission(value);
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return mission == nullptr || mission->GetMissionState() >= eMissionState::COMPLETE;
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case PreconditionType::MissionAvailable:
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mission = missionComponent->GetMission(value);
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return mission == nullptr || mission->GetMissionState() >= eMissionState::AVAILABLE;
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case PreconditionType::OnMission:
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mission = missionComponent->GetMission(value);
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return mission == nullptr || mission->GetMissionState() >= eMissionState::ACTIVE;
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case PreconditionType::MissionComplete:
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mission = missionComponent->GetMission(value);
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return mission == nullptr ? false : mission->GetMissionState() >= eMissionState::COMPLETE;
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case PreconditionType::PetDeployed:
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return false; // TODO
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case PreconditionType::HasFlag:
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return character->GetPlayerFlag(value);
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case PreconditionType::WithinShape:
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return true; // Client checks this one
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case PreconditionType::InBuild:
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return character->GetBuildMode();
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case PreconditionType::TeamCheck:
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return false; // TODO
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case PreconditionType::IsPetTaming:
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return false; // TODO
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case PreconditionType::HasFaction:
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for (const auto faction : destroyableComponent->GetFactionIDs()) {
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if (faction == static_cast<int>(value)) {
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return true;
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}
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}
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return false;
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case PreconditionType::DoesNotHaveFaction:
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for (const auto faction : destroyableComponent->GetFactionIDs()) {
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if (faction == static_cast<int>(value)) {
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return false;
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}
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}
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return true;
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case PreconditionType::HasRacingLicence:
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return false; // TODO
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case PreconditionType::DoesNotHaveRacingLicence:
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return false; // TODO
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case PreconditionType::LegoClubMember:
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return false; // TODO
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case PreconditionType::NoInteraction:
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return false; // TODO
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case PreconditionType::HasLevel:
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return levelComponent->GetLevel() >= value;
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default:
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return true; // There are a couple more unknown preconditions. Always return true in this case.
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}
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}
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PreconditionExpression::PreconditionExpression(const std::string& conditions) {
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if (conditions.empty()) {
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empty = true;
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return;
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}
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std::stringstream a;
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std::stringstream b;
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auto bor = false;
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auto done = false;
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for (auto i = 0u; i < conditions.size(); ++i) {
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if (done) {
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break;
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}
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const auto character = conditions[i];
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switch (character) {
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case '|':
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bor = true;
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b << conditions.substr(i + 1);
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done = true;
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break;
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case ' ':
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case ')':
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break;
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case ',':
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case '&':
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case ';':
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case '(':
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b << conditions.substr(i + 1);
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done = true;
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break;
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case '0':
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case '1':
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case '2':
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case '3':
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case '4':
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case '5':
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case '6':
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case '7':
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case '8':
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case '9':
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a << character;
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break;
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default:
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break;
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}
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}
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this->m_or = bor;
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const auto aString = a.str();
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if (!aString.empty()) {
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this->condition = std::stoul(a.str());
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} else {
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this->condition = 0;
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}
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const auto bString = b.str();
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if (!bString.empty()) {
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this->next = new PreconditionExpression(bString);
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} else {
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this->next = nullptr;
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}
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}
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bool PreconditionExpression::Check(Entity* player, bool evaluateCosts) const {
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if (empty) {
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return true;
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}
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const auto a = Preconditions::Check(player, condition, evaluateCosts);
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if (!a) {
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GameMessages::SendNotifyClientFailedPrecondition(player->GetObjectID(), player->GetSystemAddress(), u"", condition);
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}
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const auto b = next == nullptr ? true : next->Check(player, evaluateCosts);
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return m_or ? a || b : a && b;
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}
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PreconditionExpression::~PreconditionExpression() {
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delete next;
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}
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bool Preconditions::Check(Entity* player, const uint32_t condition, bool evaluateCosts) {
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Precondition* precondition;
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const auto& index = cache.find(condition);
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if (index != cache.end()) {
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precondition = index->second;
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} else {
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precondition = new Precondition(condition);
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cache.insert_or_assign(condition, precondition);
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}
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return precondition->Check(player, evaluateCosts);
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}
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PreconditionExpression Preconditions::CreateExpression(const std::string& conditions) {
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return PreconditionExpression(conditions);
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}
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Preconditions::~Preconditions() {
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for (const auto& condition : cache) {
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delete condition.second;
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}
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cache.clear();
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}
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