DarkflameServer/dGame/dMission/Mission.cpp
David Markowitz 138fffda2c
Fix item collection missions (#617)
* Implement Precompiled Headers

* fix cmake

* Fix modular builds not returning parts

Modular builds would not search inventory A for their corresponding item and by default would only look in the models bag.  This PR forces the item to be looked for in the inventory its coming from (inventoryA) as a second resort before doing the final search in the default inventory of the item.

Tested modular building a car and a rocket and when replacing parts the part that was already placed was returned to the inventory correctly.

* Push equipped items upon entering build mode

Fixes an issue where leaving build mode anywhere would not re-equip your items.  This also implements the feature to set your stats back to full, as was done in the live game.

Tested exiting build mode on a property with full venture gear and all gear was re-equipped and stats were set to the expected values.

* Fix item collection missions

Item collection missions are only supposed to take items should they be in the items inventory or the hidden inventory and no others.  This change removes the global inventory find of items and only removes it from the two inventories that items get taken from in live, ITEMS and HIDDEN

Tested completing mission 470 and 477 as well as 622 and the correct items were taken or not taken, based on the inventory the target item was in.
2022-07-06 08:54:41 -07:00

613 lines
19 KiB
C++

#include "Mission.h"
#include <ctime>
#include "CDClientManager.h"
#include "Character.h"
#include "CharacterComponent.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "Game.h"
#include "GameMessages.h"
#include "Mail.h"
#include "MissionComponent.h"
#include "RacingTaskParam.h"
#include "dLocale.h"
#include "dLogger.h"
#include "dServer.h"
#include "dZoneManager.h"
#include "Database.h"
Mission::Mission(MissionComponent* missionComponent, const uint32_t missionId) {
m_MissionComponent = missionComponent;
m_Completions = 0;
m_Timestamp = 0;
m_Reward = 0;
m_State = MissionState::MISSION_STATE_UNKNOWN;
auto* missionsTable = CDClientManager::Instance()->GetTable<CDMissionsTable>("Missions");
info = missionsTable->GetPtrByMissionID(missionId);
if (info == &CDMissionsTable::Default) {
Game::logger->Log("Missions", "Failed to find mission (%i)!\n", missionId);
return;
}
auto* tasksTable = CDClientManager::Instance()->GetTable<CDMissionTasksTable>("MissionTasks");
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(tinyxml2::XMLElement* element) {
// Start custom XML
if (element->Attribute("state") != nullptr) {
m_State = static_cast<MissionState>(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 == MissionTaskType::MISSION_TASK_TYPE_ENVIRONMENT ||
type == MissionTaskType::MISSION_TASK_TYPE_VISIT_PROPERTY) {
std::vector<uint32_t> 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 == MissionTaskType::MISSION_TASK_TYPE_ENVIRONMENT) {
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<unsigned int>(m_State));
// End custom XML
element->DeleteChildren();
element->SetAttribute("id", static_cast<unsigned int>(info->id));
if (m_Completions > 0) {
element->SetAttribute("cct", static_cast<unsigned int>(m_Completions));
element->SetAttribute("cts", static_cast<unsigned int>(m_Timestamp));
if (IsComplete()) {
return;
}
}
for (auto* task : m_Tasks) {
if (task->GetType() == MissionTaskType::MISSION_TASK_TYPE_ENVIRONMENT ||
task->GetType() == MissionTaskType::MISSION_TASK_TYPE_VISIT_PROPERTY) {
auto* child = element->GetDocument()->NewElement("sv");
child->SetAttribute("v", static_cast<unsigned int>(task->GetProgress()));
element->LinkEndChild(child);
for (auto unique : task->GetUnique()) {
auto* uniqueElement = element->GetDocument()->NewElement("sv");
uniqueElement->SetAttribute("v", static_cast<unsigned int>(unique));
element->LinkEndChild(uniqueElement);
}
break;
}
auto* child = element->GetDocument()->NewElement("sv");
child->SetAttribute("v", static_cast<unsigned int>(task->GetProgress()));
element->LinkEndChild(child);
}
}
bool Mission::IsValidMission(const uint32_t missionId) {
auto* table = CDClientManager::Instance()->GetTable<CDMissionsTable>("Missions");
const auto missions = table->Query([=](const CDMissions& entry) {
return entry.id == static_cast<int>(missionId);
});
return !missions.empty();
}
bool Mission::IsValidMission(const uint32_t missionId, CDMissions& info) {
auto* table = CDClientManager::Instance()->GetTable<CDMissionsTable>("Missions");
const auto missions = table->Query([=](const CDMissions& entry) {
return entry.id == static_cast<int>(missionId);
});
if (missions.empty()) {
return false;
}
info = missions[0];
return true;
}
Entity* Mission::GetAssociate() const {
return m_MissionComponent->GetParent();
}
User* Mission::GetUser() const {
return GetAssociate()->GetParentUser();
}
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<MissionTask*> Mission::GetTasks() const {
return m_Tasks;
}
MissionState 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 == MissionState::MISSION_STATE_COMPLETE;
}
bool Mission::IsActive() const {
return m_State == MissionState::MISSION_STATE_ACTIVE || m_State == MissionState::MISSION_STATE_COMPLETE_AVAILABLE;
}
void Mission::MakeActive() {
SetMissionState(m_Completions == 0 ? MissionState::MISSION_STATE_ACTIVE : MissionState::MISSION_STATE_COMPLETE_ACTIVE);
}
bool Mission::IsReadyToComplete() const {
return m_State == MissionState::MISSION_STATE_READY_TO_COMPLETE || m_State == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE;
}
void Mission::MakeReadyToComplete() {
SetMissionState(m_Completions == 0 ? MissionState::MISSION_STATE_READY_TO_COMPLETE : MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE);
}
bool Mission::IsAvalible() const {
return m_State == MissionState::MISSION_STATE_AVAILABLE || m_State == MissionState::MISSION_STATE_COMPLETE_AVAILABLE;
}
bool Mission::IsFetchMission() const {
return m_Tasks.size() == 1 && m_Tasks[0]->GetType() == MissionTaskType::MISSION_TASK_TYPE_MISSION_INTERACTION;
}
void Mission::MakeAvalible() {
SetMissionState(m_Completions == 0 ? MissionState::MISSION_STATE_AVAILABLE : MissionState::MISSION_STATE_COMPLETE_AVAILABLE);
}
void Mission::Accept() {
SetMissionTypeState(MissionLockState::MISSION_LOCK_NEW, info->defined_type, info->defined_subtype);
SetMissionState(m_Completions > 0 ? MissionState::MISSION_STATE_COMPLETE_ACTIVE : MissionState::MISSION_STATE_ACTIVE);
Catchup();
}
void Mission::Complete(const bool yieldRewards) {
if (m_State != MissionState::MISSION_STATE_ACTIVE && m_State != MissionState::MISSION_STATE_COMPLETE_ACTIVE) {
Accept();
}
for (auto* task : m_Tasks) {
task->Complete();
}
SetMissionState(MissionState::MISSION_STATE_REWARDING, true);
if (yieldRewards) {
YieldRewards();
}
SetMissionState(MissionState::MISSION_STATE_COMPLETE);
m_Completions++;
m_Timestamp = std::time(nullptr);
auto* entity = GetAssociate();
if (entity == nullptr) {
return;
}
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackMissionCompletion(!info->isMission);
}
auto* missionComponent = entity->GetComponent<MissionComponent>();
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_MISSION_COMPLETE, info->id);
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, info->id, (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_COMPLETE_ANY_RACING_TASK);
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, info->id, (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_COMPLETE_TRACK_TASKS);
auto* missionEmailTable = CDClientManager::Instance()->GetTable<CDMissionEmailTable>("MissionEmail");
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) + "_";
const auto senderLocale = missionEmailBase + "senderName";
const auto announceLocale = missionEmailBase + "announceText";
if (email.messageType == 1 && Game::locale->HasPhrase(senderLocale)) {
const auto subject = dLocale::GetTemplate(missionEmailBase + "subjectText");
const auto body = dLocale::GetTemplate(missionEmailBase + "bodyText");
const auto sender = dLocale::GetTemplate(senderLocale);
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<InventoryComponent*>(entity->GetComponent(COMPONENT_TYPE_INVENTORY));
for (auto* task : m_Tasks) {
const auto type = task->GetType();
if (type == MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION) {
for (auto target : task->GetAllTargets()) {
const auto count = inventory->GetLotCountNonTransfer(target);
for (auto i = 0U; i < count; ++i) {
task->Progress(target);
}
}
}
if (type == MissionTaskType::MISSION_TASK_TYPE_PLAYER_FLAG) {
for (auto target : task->GetAllTargets()) {
const auto flag = GetUser()->GetLastUsedChar()->GetPlayerFlag(target);
if (!flag) {
continue;
}
task->Progress(target);
if (task->IsComplete()) {
break;
}
}
}
}
}
void Mission::YieldRewards() {
auto* entity = GetAssociate();
if (entity == nullptr) {
return;
}
auto* character = GetUser()->GetLastUsedChar();
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
auto* characterComponent = entity->GetComponent<CharacterComponent>();
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
auto* missionComponent = entity->GetComponent<MissionComponent>();
// Remove mission items
for (auto* task : m_Tasks) {
if (task->GetType() != MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION) {
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::HIDDEN);
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, target, LWOOBJID_EMPTY, "", -task->GetClientInfo().targetValue);
}
}
}
int32_t coinsToSend = 0;
if (info->LegoScore > 0) {
eLootSourceType lootSource = info->isMission ? eLootSourceType::LOOT_SOURCE_MISSION : eLootSourceType::LOOT_SOURCE_ACHIEVEMENT;
if(characterComponent->GetLevel() >= dZoneManager::Instance()->GetMaxLevel()) {
// Since the character is at the level cap we reward them with coins instead of UScore.
coinsToSend += info->LegoScore * dZoneManager::Instance()->GetLevelCapCurrencyConversion();
} else {
characterComponent->SetUScore(characterComponent->GetUScore() + info->LegoScore);
GameMessages::SendModifyLEGOScore(entity, entity->GetSystemAddress(), info->LegoScore, lootSource);
}
}
if (m_Completions > 0) {
std::vector<std::pair<LOT, uint32_t>> 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::LOOT_SOURCE_MISSION : eLootSourceType::LOOT_SOURCE_ACHIEVEMENT);
}
if (info->reward_currency_repeatable > 0 || coinsToSend > 0) {
eLootSourceType lootSource = info->isMission ? eLootSourceType::LOOT_SOURCE_MISSION : eLootSourceType::LOOT_SOURCE_ACHIEVEMENT;
character->SetCoins(character->GetCoins() + info->reward_currency_repeatable + coinsToSend, lootSource);
}
return;
}
std::vector<std::pair<LOT, int32_t>> 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::LOOT_SOURCE_MISSION : eLootSourceType::LOOT_SOURCE_ACHIEVEMENT);
}
if (info->reward_currency > 0 || coinsToSend > 0) {
eLootSourceType lootSource = info->isMission ? eLootSourceType::LOOT_SOURCE_MISSION : eLootSourceType::LOOT_SOURCE_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_reputation > 0) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_EARN_REPUTATION, 0, 0L, "", info->reward_reputation);
auto character = entity->GetComponent<CharacterComponent>();
if (character) {
character->SetReputation(character->GetReputation() + info->reward_reputation);
GameMessages::SendUpdateReputation(entity->GetObjectID(), character->GetReputation(), entity->GetSystemAddress());
}
}
if (info->reward_maxhealth > 0) {
destroyableComponent->SetMaxHealth(destroyableComponent->GetMaxHealth() + static_cast<float>(info->reward_maxhealth), true);
}
if (info->reward_maximagination > 0) {
destroyableComponent->SetMaxImagination(destroyableComponent->GetMaxImagination() + static_cast<float>(info->reward_maximagination), true);
}
EntityManager::Instance()->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(MissionTaskType 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 MissionState state, const bool sendingRewards) {
this->m_State = state;
auto* entity = GetAssociate();
if (entity == nullptr) {
return;
}
GameMessages::SendNotifyMission(entity, entity->GetParentUser()->GetSystemAddress(), info->id, static_cast<int>(state), sendingRewards);
}
void Mission::SetMissionTypeState(MissionLockState 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();
}