DarkflameServer/dGame/dMission/Mission.cpp
David Markowitz 455f9470a5
Move EntityManager to Game namespace (#1140)
* Move EntityManager to Game namespace

* move initialization to later

Need to wait for dZoneManager to be initialized.

* Fix bugs

- Cannot delete from a RandomAccessIterator while in a range based for loop.

Touchup zone manager initialize

replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control

change initialize timings

If zone is not zero we expect to initialize the entity manager during zone manager initialization

Add constexpr for zone control LOT

* Add proper error handling

* revert vanity changes

* Update WorldServer.cpp

* Update dZoneManager.cpp
2023-07-15 13:56:33 -07:00

624 lines
17 KiB
C++

#include "Mission.h"
#include <ctime>
#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 "dLogger.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 "CDMissionEmailTable.h"
Mission::Mission(MissionComponent* missionComponent, const uint32_t missionId) {
m_MissionComponent = missionComponent;
m_Completions = 0;
m_Timestamp = 0;
m_UniqueMissionID = dZoneManager::Instance()->GetUniqueMissionIdStartingValue();
m_Reward = 0;
m_State = eMissionState::UNKNOWN;
auto* missionsTable = CDClientManager::Instance().GetTable<CDMissionsTable>();
info = missionsTable->GetPtrByMissionID(missionId);
if (info == &CDMissionsTable::Default) {
Game::logger->Log("Missions", "Failed to find mission (%i)!", missionId);
return;
}
auto* tasksTable = CDClientManager::Instance().GetTable<CDMissionTasksTable>();
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<eMissionState>(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<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 == 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<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() == eMissionTaskType::COLLECTION ||
task->GetType() == eMissionTaskType::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>();
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>();
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;
}
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_AVAILABLE;
}
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<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackMissionCompletion(!info->isMission);
}
auto* missionComponent = entity->GetComponent<MissionComponent>();
missionComponent->Progress(eMissionTaskType::META, info->id);
missionComponent->Progress(eMissionTaskType::RACING, info->id, (LWOOBJID)eRacingTaskParam::COMPLETE_ANY_RACING_TASK);
missionComponent->Progress(eMissionTaskType::RACING, info->id, (LWOOBJID)eRacingTaskParam::COMPLETE_TRACK_TASKS);
auto* missionEmailTable = CDClientManager::Instance().GetTable<CDMissionEmailTable>();
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<InventoryComponent*>(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 = 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* levelComponent = entity->GetComponent<LevelProgressionComponent>();
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() != 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() >= dZoneManager::Instance()->GetWorldConfig()->levelCap) {
// Since the character is at the level cap we reward them with coins instead of UScore.
coinsToSend += info->LegoScore * dZoneManager::Instance()->GetWorldConfig()->levelCapCurrencyConversion;
} 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::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<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::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_reputation > 0) {
missionComponent->Progress(eMissionTaskType::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);
}
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;
}
GameMessages::SendNotifyMission(entity, entity->GetParentUser()->GetSystemAddress(), info->id, static_cast<int>(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();
}