Files
DarkflameServer/dGame/dUtilities/Preconditions.cpp
Aaron Kimbrell ca0da9d3bf feat: preconditions improvements (#1983)
* feat: implement missing precondition types (20, 21, 23) and pet checks

Add DoesNotHaveFlag (23), NotFreeTrial (20), and MissionActive (21) to
PreconditionType and implement their checks. Also implement PetDeployed
and IsPetTaming using PetComponent static helpers, matching client
behavior — both are simple boolean checks with no LOT comparison.
LegoClubMember is set to always pass as DLU has no membership concept.

* fix: update TODO comments for team check and racing licence preconditions

* type

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

---------

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
2026-06-08 22:45:24 -05:00

337 lines
9.3 KiB
C++

#include "Preconditions.h"
#include "Game.h"
#include "Logger.h"
#include <sstream>
#include "InventoryComponent.h"
#include "MissionComponent.h"
#include "Character.h"
#include "CharacterComponent.h"
#include "LevelProgressionComponent.h"
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "eMissionState.h"
#include "PetComponent.h"
std::map<uint32_t, Precondition*> Preconditions::cache = {};
Precondition::Precondition(const uint32_t condition) {
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT type, targetLOT, targetCount FROM Preconditions WHERE id = ?;");
query.bind(1, static_cast<int>(condition));
auto result = query.execQuery();
if (result.eof()) {
this->type = PreconditionType::ItemEquipped;
this->count = 1;
this->values.clear();
this->values.push_back(0);
LOG("Failed to find precondition of id (%i)!", condition);
return;
}
this->type = static_cast<PreconditionType>(result.fieldIsNull("type") ? 0 : result.getIntField("type"));
if (!result.fieldIsNull("targetLOT")) {
std::istringstream stream(result.getStringField("targetLOT"));
std::string token;
while (std::getline(stream, token, ',')) {
const auto validToken = GeneralUtils::TryParse<uint32_t>(token);
if (validToken) this->values.push_back(validToken.value());
}
}
this->count = result.fieldIsNull("targetCount") ? 1 : result.getIntField("targetCount");
result.finalize();
}
bool Precondition::Check(Entity* player, bool evaluateCosts) const {
if (values.empty()) {
return true; // There are very few of these
}
bool any;
// Guesses
switch (type) {
case PreconditionType::HasItem:
case PreconditionType::ItemEquipped:
case PreconditionType::HasAchievement:
case PreconditionType::MissionAvailable:
case PreconditionType::OnMission:
case PreconditionType::MissionComplete:
case PreconditionType::PetDeployed:
case PreconditionType::HasFlag:
case PreconditionType::WithinShape:
case PreconditionType::InBuild:
case PreconditionType::TeamCheck:
case PreconditionType::IsPetTaming:
case PreconditionType::HasFaction:
case PreconditionType::DoesNotHaveFaction:
case PreconditionType::HasRacingLicence:
case PreconditionType::DoesNotHaveRacingLicence:
case PreconditionType::LegoClubMember:
case PreconditionType::NoInteraction:
case PreconditionType::NotFreeTrial:
case PreconditionType::MissionActive:
case PreconditionType::DoesNotHaveFlag:
any = true;
break;
case PreconditionType::DoesNotHaveItem:
case PreconditionType::ItemNotEquipped:
case PreconditionType::HasLevel:
any = false;
break;
default:
any = true;
break;
}
auto passedAny = false;
for (const auto value : values) {
const auto passed = CheckValue(player, value, evaluateCosts);
if (passed && any) {
return true;
}
if (!passed && !any) {
return false;
}
if (passed) {
passedAny = true;
}
}
return passedAny;
}
bool Precondition::CheckValue(Entity* player, const uint32_t value, bool evaluateCosts) const {
auto* character = player->GetCharacter();
auto [missionComponent, inventoryComponent, destroyableComponent, levelComponent] =
player->GetComponentsMut<const MissionComponent, /* not const */ InventoryComponent, const DestroyableComponent, const LevelProgressionComponent>();
if (!missionComponent || !inventoryComponent || !destroyableComponent || !levelComponent || !character) {
return false;
}
Mission* mission;
switch (type) {
case PreconditionType::ItemEquipped:
return inventoryComponent->IsEquipped(value);
case PreconditionType::ItemNotEquipped:
return !inventoryComponent->IsEquipped(value);
case PreconditionType::HasItem:
if (evaluateCosts) // As far as I know this is only used for quickbuilds, and removal shouldn't actually be handled here.
{
return inventoryComponent->RemoveItem(value, count, eInventoryType::ALL);
}
return inventoryComponent->GetLotCount(value) >= count;
case PreconditionType::DoesNotHaveItem:
return inventoryComponent->IsEquipped(value) && count > 0;
case PreconditionType::HasAchievement:
if (missionComponent == nullptr) return false;
return missionComponent->GetMissionState(value) >= eMissionState::COMPLETE;
case PreconditionType::MissionAvailable:
if (missionComponent == nullptr) return false;
return missionComponent->GetMissionState(value) == eMissionState::AVAILABLE || missionComponent->GetMissionState(value) == eMissionState::COMPLETE_AVAILABLE;
case PreconditionType::OnMission:
if (missionComponent == nullptr) return false;
return missionComponent->GetMissionState(value) == eMissionState::ACTIVE ||
missionComponent->GetMissionState(value) == eMissionState::COMPLETE_ACTIVE ||
missionComponent->GetMissionState(value) == eMissionState::READY_TO_COMPLETE ||
missionComponent->GetMissionState(value) == eMissionState::COMPLETE_READY_TO_COMPLETE;
case PreconditionType::MissionComplete:
if (missionComponent == nullptr) return false;
return missionComponent->GetMissionState(value) >= eMissionState::COMPLETE;
case PreconditionType::PetDeployed:
return PetComponent::GetActivePet(player->GetObjectID()) != nullptr;
case PreconditionType::HasFlag:
return character->GetPlayerFlag(value);
case PreconditionType::WithinShape:
return true; // Client checks this one
case PreconditionType::InBuild:
return character->GetBuildMode();
case PreconditionType::TeamCheck:
return false; // TODO: requires knowing the player's minigame team assignment (red/blue etc.); DLU does not track this per-player
case PreconditionType::IsPetTaming:
return PetComponent::GetTamingPet(player->GetObjectID()) != nullptr;
case PreconditionType::HasFaction:
for (const auto faction : destroyableComponent->GetFactionIDs()) {
if (faction == static_cast<int>(value)) {
return true;
}
}
return false;
case PreconditionType::DoesNotHaveFaction:
for (const auto faction : destroyableComponent->GetFactionIDs()) {
if (faction == static_cast<int>(value)) {
return false;
}
}
return true;
case PreconditionType::HasRacingLicence:
return false; // TODO: requires a racing licence level on the player; DLU does not track this
case PreconditionType::DoesNotHaveRacingLicence:
return false; // TODO: requires a racing licence level on the player; DLU does not track this
case PreconditionType::LegoClubMember:
return true; // Live LU opened LEGO CLUB to All players at some point, so always return true
case PreconditionType::NoInteraction:
return false; // TODO: requires tracking the player's currently active interaction object; DLU does not track this
case PreconditionType::HasLevel:
return levelComponent->GetLevel() >= value;
case PreconditionType::NotFreeTrial:
return true; // DLU does not support free trial accounts; all players pass this check
case PreconditionType::MissionActive: {
if (missionComponent == nullptr) return false;
const auto state = missionComponent->GetMissionState(value);
return state == eMissionState::ACTIVE || state == eMissionState::COMPLETE_ACTIVE;
}
case PreconditionType::DoesNotHaveFlag:
return !character->GetPlayerFlag(value);
default:
return true; // There are a couple more unknown preconditions. Always return true in this case.
}
}
PreconditionExpression::PreconditionExpression(const std::string& conditions) {
if (conditions.empty()) {
empty = true;
return;
}
std::stringstream a;
std::stringstream b;
auto bor = false;
auto done = false;
for (auto i = 0u; i < conditions.size(); ++i) {
if (done) {
break;
}
const auto character = conditions[i];
switch (character) {
case '|':
bor = true;
b << conditions.substr(i + 1);
done = true;
break;
case ' ':
case ')':
break;
case ',':
case '&':
case ';':
case '(':
case ':':
b << conditions.substr(i + 1);
done = true;
break;
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9':
a << character;
break;
default:
break;
}
}
this->m_or = bor;
const auto aString = a.str();
if (!aString.empty()) {
this->condition = std::stoul(a.str());
} else {
this->condition = 0;
}
const auto bString = b.str();
if (!bString.empty()) {
this->next = new PreconditionExpression(bString);
} else {
this->next = nullptr;
}
}
bool PreconditionExpression::Check(Entity* player, bool evaluateCosts) const {
if (empty) {
return true;
}
const auto a = Preconditions::Check(player, condition, evaluateCosts);
if (!a) {
GameMessages::SendNotifyClientFailedPrecondition(player->GetObjectID(), player->GetSystemAddress(), u"", condition);
}
const auto b = next == nullptr ? true : next->Check(player, evaluateCosts);
return m_or ? a || b : a && b;
}
PreconditionExpression::~PreconditionExpression() {
delete next;
}
bool Preconditions::Check(Entity* player, const uint32_t condition, bool evaluateCosts) {
Precondition* precondition;
const auto& index = cache.find(condition);
if (index != cache.end()) {
precondition = index->second;
} else {
precondition = new Precondition(condition);
cache.insert_or_assign(condition, precondition);
}
return precondition->Check(player, evaluateCosts);
}
PreconditionExpression Preconditions::CreateExpression(const std::string& conditions) {
return PreconditionExpression(conditions);
}
Preconditions::~Preconditions() {
for (const auto& condition : cache) {
delete condition.second;
}
cache.clear();
}