mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-14 12:18:22 +00:00
dc29f5962d
Tested that worlds still load data as expected. Had no use being a singleton anyways.
184 lines
5.9 KiB
C++
184 lines
5.9 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2019
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*/
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#include <sstream>
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#include "MissionOfferComponent.h"
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#include "CDClientManager.h"
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#include "CDMissionsTable.h"
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#include "CDMissionNPCComponentTable.h"
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#include "GameMessages.h"
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#include "Entity.h"
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#include "MissionComponent.h"
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#include "Logger.h"
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#include "Game.h"
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#include "MissionPrerequisites.h"
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#include "eMissionState.h"
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#include "CDComponentsRegistryTable.h"
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OfferedMission::OfferedMission(const uint32_t missionId, const bool offersMission, const bool acceptsMission) {
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this->missionId = missionId;
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this->offersMission = offersMission;
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this->acceptsMission = acceptsMission;
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}
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uint32_t OfferedMission::GetMissionId() const {
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return this->missionId;
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}
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bool OfferedMission::GetOffersMission() const {
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return this->offersMission;
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}
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bool OfferedMission::GetAcceptsMission() const {
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return this->acceptsMission;
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}
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//------------------------ MissionOfferComponent below ------------------------
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MissionOfferComponent::MissionOfferComponent(Entity* parent, const LOT parentLot) : Component(parent) {
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auto* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
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auto value = compRegistryTable->GetByIDAndType(parentLot, eReplicaComponentType::MISSION_OFFER, -1);
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if (value != -1) {
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const uint32_t componentId = value;
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// Now lookup the missions in the MissionNPCComponent table
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auto* missionNpcComponentTable = CDClientManager::GetTable<CDMissionNPCComponentTable>();
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auto missions = missionNpcComponentTable->Query([=](const CDMissionNPCComponent& entry) {
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return entry.id == static_cast<unsigned>(componentId);
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});
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for (auto& mission : missions) {
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this->offeredMissions.emplace_back(mission.missionID, mission.offersMission, mission.acceptsMission);
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}
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}
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}
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void MissionOfferComponent::OnUse(Entity* originator) {
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OfferMissions(originator);
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}
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void MissionOfferComponent::OfferMissions(Entity* entity, const uint32_t specifiedMissionId) {
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// First, get the entity's MissionComponent. If there is not one, then we cannot offer missions to this entity.
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auto* missionComponent = entity->GetComponent<MissionComponent>();
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if (!missionComponent) {
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LOG("Unable to get mission component for Entity %llu", entity->GetObjectID());
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return;
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}
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CDMissions info{};
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if (specifiedMissionId > 0 && !Mission::IsValidMission(specifiedMissionId, info)) {
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return;
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}
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for (const auto offeredMission : this->offeredMissions) {
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if (specifiedMissionId > 0) {
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if (offeredMission.GetMissionId() != specifiedMissionId && !info.isRandom) {
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continue;
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}
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}
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// First, check if we already have the mission
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const auto missionId = offeredMission.GetMissionId();
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auto* mission = missionComponent->GetMission(missionId);
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if (mission != nullptr) {
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if (specifiedMissionId <= 0) {
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// Handles the odd case where the offer object should not display the mission again
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if (!mission->IsComplete() && mission->GetClientInfo().offer_objectID == m_Parent->GetLOT() && mission->GetClientInfo().target_objectID != m_Parent->GetLOT() && mission->IsFetchMission()) {
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continue;
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}
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}
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// We have the mission, if it is not complete, offer it
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if (mission->IsActive() || mission->IsReadyToComplete()) {
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GameMessages::SendOfferMission(entity->GetObjectID(), entity->GetSystemAddress(), missionId, m_Parent->GetObjectID());
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continue;
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}
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}
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const auto canAccept = MissionPrerequisites::CanAccept(missionId, missionComponent->GetMissions());
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// Mission has not yet been accepted - check the prereqs
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if (!canAccept || !Mission::IsValidMission(missionId, info)) continue;
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const auto& randomPool = info.randomPool;
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const auto isRandom = info.isRandom;
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// This means the mission is part of a random pool of missions.
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if (isRandom && randomPool.empty()) continue;
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if (isRandom && !randomPool.empty()) {
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std::istringstream stream(randomPool);
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std::string token;
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std::vector<uint32_t> randomMissionPool;
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while (std::getline(stream, token, ',')) {
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try {
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const auto value = std::stoul(token);
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randomMissionPool.push_back(value);
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} catch (std::invalid_argument& exception) {
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LOG("Failed to parse value (%s): (%s)!", token.c_str(), exception.what());
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}
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}
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if (specifiedMissionId > 0) {
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const auto& iter = std::find(randomMissionPool.begin(), randomMissionPool.end(), specifiedMissionId);
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if (iter != randomMissionPool.end() && MissionPrerequisites::CanAccept(specifiedMissionId, missionComponent->GetMissions())) {
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GameMessages::SendOfferMission(entity->GetObjectID(), entity->GetSystemAddress(), specifiedMissionId, m_Parent->GetObjectID());
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return;
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}
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}
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std::vector<uint32_t> canAcceptPool;
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for (const auto sample : randomMissionPool) {
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const auto state = missionComponent->GetMissionState(sample);
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if (state == eMissionState::ACTIVE ||
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state == eMissionState::COMPLETE_ACTIVE ||
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state == eMissionState::READY_TO_COMPLETE ||
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state == eMissionState::COMPLETE_READY_TO_COMPLETE ||
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sample == specifiedMissionId) {
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mission = missionComponent->GetMission(sample);
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if (mission == nullptr || mission->IsAchievement()) continue;
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GameMessages::SendOfferMission(entity->GetObjectID(), entity->GetSystemAddress(), sample, m_Parent->GetObjectID());
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canAcceptPool.clear();
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break;
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}
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if (MissionPrerequisites::CanAccept(sample, missionComponent->GetMissions())) {
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canAcceptPool.push_back(sample);
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}
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}
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// If the mission is already active or we already completed one of them today
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if (canAcceptPool.empty()) continue;
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const auto selected = canAcceptPool[GeneralUtils::GenerateRandomNumber<int>(0, canAcceptPool.size() - 1)];
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GameMessages::SendOfferMission(entity->GetObjectID(), entity->GetSystemAddress(), selected, m_Parent->GetObjectID());
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} else if (offeredMission.GetOffersMission()) {
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GameMessages::SendOfferMission(entity->GetObjectID(), entity->GetSystemAddress(), missionId, m_Parent->GetObjectID());
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}
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}
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}
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