DarkflameServer/dGame/dMission/Mission.cpp
David Markowitz 70af1f9314
Fixed an issue where repeatable missions were not rewarding the items they should be rewarding (#357)
When applied this fixes issues with repeatable mission were not rewarding the correct items.
2022-01-14 14:00:09 +01:00

592 lines
17 KiB
C++

#include "Mission.h"
#include <ctime>
#include "CDClientManager.h"
#include "Character.h"
#include "CharacterComponent.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "Game.h"
#include "GameMessages.h"
#include "Mail.h"
#include "MissionComponent.h"
#include "dLocale.h"
#include "dLogger.h"
#include "dServer.h"
Mission::Mission(MissionComponent* missionComponent, const uint32_t missionId) {
m_MissionComponent = missionComponent;
m_Completions = 0;
m_Timestamp = 0;
m_Reward = 0;
m_State = MissionState::MISSION_STATE_UNKNOWN;
auto* missionsTable = CDClientManager::Instance()->GetTable<CDMissionsTable>("Missions");
info = missionsTable->GetPtrByMissionID(missionId);
if (info == &CDMissionsTable::Default) {
Game::logger->Log("Missions", "Failed to find mission (%i)!\n", missionId);
return;
}
auto* tasksTable = CDClientManager::Instance()->GetTable<CDMissionTasksTable>("MissionTasks");
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<MissionState>(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 == MissionTaskType::MISSION_TASK_TYPE_ENVIRONMENT ||
type == MissionTaskType::MISSION_TASK_TYPE_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 == MissionTaskType::MISSION_TASK_TYPE_ENVIRONMENT) {
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() == MissionTaskType::MISSION_TASK_TYPE_ENVIRONMENT ||
task->GetType() == MissionTaskType::MISSION_TASK_TYPE_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>("Missions");
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>("Missions");
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;
}
MissionState 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 == MissionState::MISSION_STATE_COMPLETE;
}
bool Mission::IsActive() const {
return m_State == MissionState::MISSION_STATE_ACTIVE || m_State == MissionState::MISSION_STATE_COMPLETE_AVAILABLE;
}
void Mission::MakeActive() {
SetMissionState(m_Completions == 0 ? MissionState::MISSION_STATE_ACTIVE : MissionState::MISSION_STATE_COMPLETE_ACTIVE);
}
bool Mission::IsReadyToComplete() const {
return m_State == MissionState::MISSION_STATE_READY_TO_COMPLETE || m_State == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE;
}
void Mission::MakeReadyToComplete() {
SetMissionState(m_Completions == 0 ? MissionState::MISSION_STATE_READY_TO_COMPLETE : MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE);
}
bool Mission::IsAvalible() const {
return m_State == MissionState::MISSION_STATE_AVAILABLE || m_State == MissionState::MISSION_STATE_COMPLETE_AVAILABLE;
}
bool Mission::IsFetchMission() const {
return m_Tasks.size() == 1 && m_Tasks[0]->GetType() == MissionTaskType::MISSION_TASK_TYPE_MISSION_INTERACTION;
}
void Mission::MakeAvalible() {
SetMissionState(m_Completions == 0 ? MissionState::MISSION_STATE_AVAILABLE : MissionState::MISSION_STATE_COMPLETE_AVAILABLE);
}
void Mission::Accept() {
SetMissionTypeState(MissionLockState::MISSION_LOCK_NEW, info->defined_type, info->defined_subtype);
SetMissionState(m_Completions > 0 ? MissionState::MISSION_STATE_COMPLETE_ACTIVE : MissionState::MISSION_STATE_ACTIVE);
Catchup();
}
void Mission::Complete(const bool yieldRewards) {
if (m_State != MissionState::MISSION_STATE_ACTIVE && m_State != MissionState::MISSION_STATE_COMPLETE_ACTIVE) {
Accept();
}
for (auto* task : m_Tasks) {
task->Complete();
}
SetMissionState(MissionState::MISSION_STATE_REWARDING, true);
if (yieldRewards) {
YieldRewards();
}
SetMissionState(MissionState::MISSION_STATE_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(MissionTaskType::MISSION_TASK_TYPE_MISSION_COMPLETE, info->id);
auto* missionEmailTable = CDClientManager::Instance()->GetTable<CDMissionEmailTable>("MissionEmail");
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) + "_";
const auto senderLocale = missionEmailBase + "senderName";
const auto announceLocale = missionEmailBase + "announceText";
if (email.messageType == 1 && Game::locale->HasPhrase(senderLocale)) {
const auto subject = dLocale::GetTemplate(missionEmailBase + "subjectText");
const auto body = dLocale::GetTemplate(missionEmailBase + "bodyText");
const auto sender = dLocale::GetTemplate(senderLocale);
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;
}
SetMissionState(MissionState::MISSION_STATE_READY_TO_COMPLETE);
}
void Mission::Catchup() {
auto* entity = GetAssociate();
auto* inventory = static_cast<InventoryComponent*>(entity->GetComponent(COMPONENT_TYPE_INVENTORY));
for (auto* task : m_Tasks) {
const auto type = task->GetType();
if (type == MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION) {
for (auto target : task->GetAllTargets()) {
const auto count = inventory->GetLotCountNonTransfer(target);
for (auto i = 0U; i < count; ++i) {
task->Progress(target);
}
}
}
if (type == MissionTaskType::MISSION_TASK_TYPE_PLAYER_FLAG) {
for (auto 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* 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() != MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION) {
continue;
}
const auto& param = task->GetParameters();
if (param.empty() || (param[0] & 1) == 0) // Should items be removed?
{
for (const auto target : task->GetAllTargets()) {
inventoryComponent->RemoveItem(target, task->GetClientInfo().targetValue);
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, target, LWOOBJID_EMPTY, "", -task->GetClientInfo().targetValue);
}
}
}
if (info->LegoScore > 0) {
characterComponent->SetUScore(characterComponent->GetUScore() + info->LegoScore);
if (info->isMission) {
GameMessages::SendModifyLEGOScore(entity, entity->GetSystemAddress(), info->LegoScore, 2);
}
}
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);
}
if (info->reward_currency_repeatable > 0) {
character->SetCoins(character->GetCoins() + info->reward_currency_repeatable, LOOT_SOURCE_MISSION);
}
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);
}
if (info->reward_currency > 0) {
eLootSourceType lootSource = info->isMission ? LOOT_SOURCE_MISSION : LOOT_SOURCE_ACHIEVEMENT;
character->SetCoins(character->GetCoins() + info->reward_currency, 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(VAULT_ITEMS);
inventory->SetSize(inventory->GetSize() + info->reward_bankinventory);
}
if (info->reward_reputation > 0) {
// TODO: In case of reputation, write code
}
if (info->reward_maxhealth > 0) {
destroyableComponent->SetMaxHealth(destroyableComponent->GetMaxHealth() + static_cast<float>(info->reward_maxhealth));
}
if (info->reward_maximagination > 0) {
destroyableComponent->SetMaxImagination(destroyableComponent->GetMaxImagination() + static_cast<float>(info->reward_maximagination));
}
EntityManager::Instance()->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(MissionTaskType 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 MissionState 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(MissionLockState 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();
}