Files
DarkflameServer/dDashboardServer/routes/MissionTools.cpp
Aaron Kimbrell 1f8dd73e0b refactor(dashboard): routes name zones, objects and phrases through GameText
The routes' own zone name helpers and the CDClient's English zone and
leaderboard header copies give way to GameText, so every name comes from
the locale in the viewer's language; the Network page's world labels,
mail, missions, leaderboards, item info (cached per language) and the
settings/vanity help strings too. Reward code 4 and the plaque text name
their zone from the locale.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:07:47 -05:00

222 lines
12 KiB
C++

#include "MissionTools.h"
#include "GameText.h"
#include <algorithm>
#include <ctime>
#include "RouteUtils.h"
#include "CharacterTools.h"
#include "PlayerActions.h"
#include "master/PlayerAction.h"
#include "ClientAssets.h"
#include "GameLabels.h"
#include "WSRoutes.h"
#include "CDClientDatabase.h"
#include "Database.h"
#include "GeneralUtils.h"
#include "eHTTPMethod.h"
using namespace RouteUtils;
namespace MissionCatalog {
const std::map<uint32_t, Info>& All() {
static const auto missions = [] {
std::map<uint32_t, Info> all;
auto rows = CDClientDatabase::ExecuteQuery(
"SELECT id, defined_type, defined_subtype, isMission, repeatable, locStatus, reward_currency, LegoScore, reward_reputation, "
"reward_item1, reward_item1_count, reward_item2, reward_item2_count, reward_item3, reward_item3_count, reward_item4, reward_item4_count FROM Missions;");
while (!rows.eof()) {
Info info;
info.id = static_cast<uint32_t>(rows.getIntField("id"));
info.type = rows.getStringField("defined_type", "");
info.subtype = rows.getStringField("defined_subtype", "");
info.definition.isMission = rows.getIntField("isMission", 0) != 0;
info.definition.repeatable = rows.getIntField("repeatable", 0) != 0;
info.released = rows.getIntField("locStatus", 0) == 2;
info.coins = rows.getInt64Field("reward_currency", 0);
info.uscore = rows.getIntField("LegoScore", 0);
info.reputation = rows.getInt64Field("reward_reputation", 0);
for (int i = 1; i <= 4; i++) {
const auto item = "reward_item" + std::to_string(i);
const LOT lot = rows.getIntField(item.c_str(), -1);
if (lot > 0) info.rewardItems.emplace_back(lot, std::max(rows.getIntField((item + "_count").c_str(), 1), 1));
}
all[info.id] = std::move(info);
rows.nextRow();
}
// Tasks in table order, which is the order the game numbers them in (CDMissionTasksTable)
auto tasks = CDClientDatabase::ExecuteQuery("SELECT id, uid, taskType, target, targetValue FROM MissionTasks;");
while (!tasks.eof()) {
const auto it = all.find(static_cast<uint32_t>(tasks.getIntField("id")));
if (it != all.end()) {
const auto type = static_cast<eMissionTaskType>(tasks.getIntField("taskType", -1));
it->second.tasks.push_back({ static_cast<uint32_t>(tasks.getIntField("uid")), type, tasks.getIntField("target", 0),
static_cast<uint32_t>(std::max(tasks.getIntField("targetValue", 0), 0)) });
it->second.definition.tasks.push_back(type);
}
tasks.nextRow();
}
return all;
}();
return missions;
}
const Info* Find(uint32_t id) {
const auto it = All().find(id);
return it == All().end() ? nullptr : &it->second;
}
const MissionXml::Definition* Definition(uint32_t id) {
const auto* info = Find(id);
return info ? &info->definition : nullptr;
}
std::string Name(uint32_t id) {
const auto& name = GameText::Phrase(GameText::Key("Missions", id));
return name.empty() ? "Mission " + std::to_string(id) : name;
}
std::string TaskText(uint32_t uid) {
return GameText::Phrase(GameText::Key("MissionTasks", uid, "description"));
}
}
namespace {
std::string Kind(const MissionCatalog::Info* info) {
return info && !info->definition.isMission ? "Achievement" : "Mission";
}
nlohmann::json Rewards(const MissionCatalog::Info& info) {
nlohmann::json items = nlohmann::json::array();
for (const auto& [lot, count] : info.rewardItems) items.push_back({ {"lot", lot}, {"name", ClientAssets::ItemName(lot)}, {"count", count} });
return { {"coins", info.coins}, {"uscore", info.uscore}, {"reputation", info.reputation}, {"items", items} };
}
nlohmann::json MissionJson(const MissionXml::Entry& entry) {
const auto* info = MissionCatalog::Find(entry.id);
nlohmann::json tasks = nlohmann::json::array();
if (info) {
for (size_t i = 0; i < info->tasks.size(); i++) {
const auto& task = info->tasks[i];
// A finished mission keeps no task progress; all of it was done
const auto progress = entry.current && i < entry.tasks.size() ? entry.tasks[i].progress : (entry.Done() ? task.targetValue : 0u);
tasks.push_back({ {"description", MissionCatalog::TaskText(task.uid)}, {"type", GameLabels::Name(task.type)},
{"progress", std::min(progress, task.targetValue)}, {"target", task.targetValue} });
}
}
return {
{"id", entry.id}, {"name", MissionCatalog::Name(entry.id)}, {"kind", Kind(info)},
{"type", info ? info->type : ""}, {"subtype", info ? info->subtype : ""}, {"known", info != nullptr},
{"repeatable", info && info->definition.repeatable}, {"state", static_cast<int>(entry.state)}, {"state_name", GameLabels::Name(entry.state)},
{"done", entry.Done()}, {"current", entry.current}, {"completions", entry.completions}, {"completed_at", entry.completedAt},
{"tasks", tasks}, {"rewards", info ? Rewards(*info) : nullptr}
};
}
ePlayerAction ActionFor(MissionXml::eChange change) {
switch (change) {
case MissionXml::eChange::COMPLETE: return ePlayerAction::MISSION_COMPLETE;
case MissionXml::eChange::RESET: return ePlayerAction::MISSION_RESET;
case MissionXml::eChange::ACCEPT: break;
}
return ePlayerAction::MISSION_ACCEPT;
}
}
void RegisterMissionToolRoutes() {
Route(eHTTPMethod::GET, "/api/characters/:id/missions", 0,
"A character's missions and achievements from its saved data, with names, tasks, state and rewards from the game data. "
"Also {changes} a mission can get with characters_missions (rewards: whether it can give the mission's rewards)",
[](HTTPReply& reply, const HTTPContext& context) {
const auto charId = PathId<LWOOBJID>(context.path, 2);
const auto info = charId ? Database::Get()->GetCharacterInfo(*charId) : std::nullopt;
if (!info) return JsonError(reply, eHTTPStatusCode::NOT_FOUND, "Character not found");
if (!CanViewCharacter(context, info->accountId)) return JsonError(reply, eHTTPStatusCode::FORBIDDEN, "You may only view your own characters");
nlohmann::json missions = nlohmann::json::array();
for (const auto& [id, entry] : MissionXml::Read(Database::Get()->GetCharacterXml(*charId), MissionCatalog::Definition)) missions.push_back(MissionJson(entry));
nlohmann::json changes = nlohmann::json::array();
for (const auto change : magic_enum::enum_values<MissionXml::eChange>()) {
changes.push_back({ {"value", std::string(magic_enum::enum_name(change))}, {"name", GameLabels::Name(change)}, {"rewards", change == MissionXml::eChange::COMPLETE} });
}
JsonSuccess(reply, { {"missions", missions}, {"changes", changes} });
});
Route(eHTTPMethod::GET, "/api/missions", Perm("characters_missions"), "Find missions and achievements by name or ID. Query: ?q=",
[](HTTPReply& reply, const HTTPContext& context) {
auto query = QueryValue(context.queryString, "q");
std::ranges::transform(query, query.begin(), [](unsigned char c) { return static_cast<char>(std::tolower(c)); });
const auto id = GeneralUtils::TryParse<uint32_t>(query);
nlohmann::json found = nlohmann::json::array();
if (query.size() < 2 && !id) return JsonSuccess(reply, { {"missions", found} });
for (const auto& [missionId, info] : MissionCatalog::All()) {
auto name = MissionCatalog::Name(missionId);
auto lower = name;
std::ranges::transform(lower, lower.begin(), [](unsigned char c) { return static_cast<char>(std::tolower(c)); });
if (id ? missionId != *id : lower.find(query) == std::string::npos) continue;
found.push_back({ {"id", missionId}, {"name", name}, {"kind", Kind(&info)}, {"type", info.type}, {"subtype", info.subtype} });
if (found.size() >= 50) break;
}
JsonSuccess(reply, { {"missions", found} });
});
Route(eHTTPMethod::POST, "/api/characters/:id/missions/:mission", Perm("characters_missions"),
"Change a character's mission. Body: {change: COMPLETE | RESET | ACCEPT, rewards (COMPLETE: give its rewards; only while the player is in game)}. "
"In game it is done by their world as the GM commands do; otherwise their saved data is changed (the owner is disconnected from "
"character select first and a snapshot is kept). Returns {requestId}",
[](HTTPReply& reply, const HTTPContext& context) {
const auto charId = PathId<LWOOBJID>(context.path, 2);
const auto missionId = PathId<uint32_t>(context.path, 4);
const auto body = ParseBody(context);
const auto info = charId ? Database::Get()->GetCharacterInfo(*charId) : std::nullopt;
if (!info) return JsonError(reply, eHTTPStatusCode::NOT_FOUND, "Character not found");
const auto* mission = missionId ? MissionCatalog::Find(*missionId) : nullptr;
if (!mission) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "No such mission in the game data");
if (!body || !(*body)["change"].is_string()) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "Pick what to do with the mission");
const auto change = magic_enum::enum_cast<MissionXml::eChange>((*body)["change"].get<std::string>(), magic_enum::case_insensitive);
if (!change) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "Unknown change");
if (!AuthorizeAccountAction(context, info->accountId, reply, eAccountAction::ITEMS)) return;
const bool rewards = *change == MissionXml::eChange::COMPLETE && body->value("rewards", false);
const auto requestId = PlayerActions::Begin(context.accountId);
const auto actor = context;
const auto character = *info;
const auto id = *missionId;
const auto name = MissionCatalog::Name(id);
const auto definition = mission->definition;
const auto what = GameLabels::Name(*change) + " " + Kind(mission) + " " + std::to_string(id) + " \"" + name + "\"";
PlayerActionRequest request;
request.action = ActionFor(*change);
request.characterId = character.id;
request.accountId = character.accountId;
request.targetId = id;
request.approved = rewards;
request.text = name;
PlayerActions::Request(request, actor.accountId, [=](const PlayerActionResult& result) {
// In game: done by the world, which answers 2 when there was nothing to do
if (result.affected == 2) {
PlayerActions::Finish(requestId, { false, character.name + " is in game and there is nothing to " + GameLabels::Name(*change) + " for " + name + "." });
} else if (result.affected > 0) {
Audit(actor, "mission_change", character.name + " (in game): " + what + (*change == MissionXml::eChange::COMPLETE ? (rewards ? " with rewards" : " without rewards") : ""),
AuditTarget::Character(character.id));
BroadcastTableChanged("characters", std::to_string(character.id));
PlayerActions::Finish(requestId, { true, "Done in game for " + character.name + ".", nullptr, 1 });
} else if (result.timedOut) {
PlayerActions::Finish(requestId, { false, "Not every world server answered, so " + character.name + " may be in game. Nothing was changed; try again." });
} else if (rewards) {
PlayerActions::Finish(requestId, { false, character.name + " isn't in game, and rewards can only be given in game. Complete it without rewards, or again while they're online." });
} else {
// Not in game: change the saved data as the game would save it
const auto change_ = *change;
WriteCharacterXml(character.id, character.accountId, actor.authenticatedUser, actor.accountId, "mission change",
[=](const std::string& current, std::string& error) {
return MissionXml::Change(current, id, definition, change_, static_cast<uint32_t>(std::time(nullptr)), error);
},
[what, change_](const std::string&, const std::string&) { return what + (change_ == MissionXml::eChange::COMPLETE ? " without rewards" : ""); },
[requestId](PlayerActions::Outcome outcome) { if (outcome.success) outcome.affected = 1; PlayerActions::Finish(requestId, outcome); });
}
return PlayerActions::Outcome{ true, "" };
});
JsonSuccess(reply, { {"requestId", requestId} });
});
}