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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-23 22:17:31 +00:00
22b2516107
Fixed an issue with some builds that had preconditions not taking items from the players due to the evaluate costs parameter not being passed to nested conditions. Tested the build in Avant Gardens and it now correctly takes items from the player upon completion.
367 lines
7.8 KiB
C++
367 lines
7.8 KiB
C++
#include "Preconditions.h"
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#include "Game.h"
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#include "dLogger.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 "DestroyableComponent.h"
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#include "GameMessages.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, (int) condition);
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auto result = query.execQuery();
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if (result.eof())
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{
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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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Game::logger->Log("Precondition", "Failed to find precondition of id (%i)!\n", 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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{
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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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{
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uint32_t value;
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if (GeneralUtils::TryParse(token, value))
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{
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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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{
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if (values.empty())
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{
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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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{
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const auto passed = CheckValue(player, value, evaluateCosts);
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if (passed && any)
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{
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return true;
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}
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if (!passed && !any)
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{
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return false;
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}
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if (passed)
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{
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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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{
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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* characterComponent = player->GetComponent<CharacterComponent>();
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auto* character = player->GetCharacter();
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Mission* mission;
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switch (type)
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{
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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() >= MissionState::MISSION_STATE_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() >= MissionState::MISSION_STATE_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() >= MissionState::MISSION_STATE_ACTIVE;
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case PreconditionType::MissionComplete:
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mission = missionComponent->GetMission(value);
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return mission == nullptr || mission->GetMissionState() >= MissionState::MISSION_STATE_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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{
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if (faction == static_cast<int>(value))
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{
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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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{
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if (faction == static_cast<int>(value))
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{
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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 characterComponent->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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{
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if (conditions.empty())
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{
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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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{
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if (done)
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{
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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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{
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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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{
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this->condition = std::stoul(a.str());
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}
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else
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{
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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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{
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this->next = new PreconditionExpression(bString);
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}
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else
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{
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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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{
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if (empty)
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{
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return true;
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}
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if (player->GetGMLevel() >= 9) // Developers can skip this for testing
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{
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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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{
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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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{
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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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{
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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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{
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precondition = index->second;
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}
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else
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{
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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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{
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return PreconditionExpression(conditions);
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}
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Preconditions::~Preconditions()
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{
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for (const auto& condition : cache)
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{
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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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