DarkflameServer/dGame/dMission/MissionTask.cpp
2022-02-10 03:08:47 -08:00

491 lines
9.6 KiB
C++

#include <sstream>
#include "MissionTask.h"
#include "Game.h"
#include "dLogger.h"
#include "Mission.h"
#include "Character.h"
#include "dServer.h"
#include "EntityManager.h"
#include "ScriptedActivityComponent.h"
#include "GameMessages.h"
#include "dZoneManager.h"
#include "MissionComponent.h"
MissionTask::MissionTask(Mission* mission, CDMissionTasks* info, uint32_t mask)
{
this->info = info;
this->mission = mission;
this->mask = mask;
progress = 0;
std::istringstream stream(info->taskParam1);
std::string token;
while (std::getline(stream, token, ',')) {
uint32_t parameter;
if (GeneralUtils::TryParse(token, parameter)) {
parameters.push_back(parameter);
}
}
stream = std::istringstream(info->targetGroup);
while (std::getline(stream, token, ',')) {
uint32_t parameter;
if (GeneralUtils::TryParse(token, parameter)) {
targets.push_back(parameter);
}
}
}
MissionTaskType MissionTask::GetType() const
{
return static_cast<MissionTaskType>(info->taskType);
}
uint32_t MissionTask::GetProgress() const
{
return progress;
}
void MissionTask::SetProgress(const uint32_t value, const bool echo)
{
if (progress == value)
{
return;
}
progress = value;
if (!echo)
{
return;
}
auto* entity = mission->GetAssociate();
if (entity == nullptr)
{
return;
}
std::vector<float> updates;
updates.push_back(static_cast<float>(progress));
GameMessages::SendNotifyMissionTask(entity, entity->GetSystemAddress(), static_cast<int>(info->id), static_cast<int>(1 << (mask + 1)), updates);
}
void MissionTask::SetUnique(const std::vector<uint32_t>& value)
{
unique = value;
}
void MissionTask::AddProgress(int32_t value)
{
value += progress;
if (value > info->targetValue)
{
value = info->targetValue;
}
if (value < 0)
{
value = 0;
}
SetProgress(value);
}
Mission* MissionTask::GetMission() const
{
return mission;
}
uint32_t MissionTask::GetTarget() const
{
return info->target;
}
const CDMissionTasks& MissionTask::GetClientInfo() const
{
return *info;
}
uint32_t MissionTask::GetMask() const
{
return mask;
}
const std::vector<uint32_t>& MissionTask::GetUnique() const
{
return unique;
}
const std::vector<uint32_t>& MissionTask::GetTargets() const
{
return targets;
}
const std::vector<uint32_t>& MissionTask::GetParameters() const
{
return parameters;
}
std::vector<uint32_t> MissionTask::GetAllTargets() const
{
auto targets = GetTargets();
targets.push_back(GetTarget());
return targets;
}
bool MissionTask::InTargets(const uint32_t value) const
{
auto targets = GetTargets();
return std::find(targets.begin(), targets.end(), value) != targets.end();
}
bool MissionTask::InAllTargets(const uint32_t value) const
{
auto targets = GetAllTargets();
return std::find(targets.begin(), targets.end(), value) != targets.end();
}
bool MissionTask::InParameters(const uint32_t value) const
{
auto parameters = GetParameters();
return std::find(parameters.begin(), parameters.end(), value) != parameters.end();
}
bool MissionTask::IsComplete() const
{
return progress >= info->targetValue;
}
void MissionTask::Complete()
{
SetProgress(info->targetValue);
}
void MissionTask::CheckCompletion() const
{
if (IsComplete())
{
mission->CheckCompletion();
}
}
void MissionTask::Progress(int32_t value, LWOOBJID associate, const std::string& targets, int32_t count)
{
if (IsComplete() && count > 0) return;
const auto type = GetType();
if (count < 0)
{
if (mission->IsMission() && type == MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION && InAllTargets(value))
{
if (parameters.size() > 0 && (parameters[0] & 1) != 0)
{
return;
}
auto* inventoryComponent = mission->GetAssociate()->GetComponent<InventoryComponent>();
if (inventoryComponent != nullptr)
{
int32_t itemCount = inventoryComponent->GetLotCountNonTransfer(value);
if (itemCount < info->targetValue)
{
SetProgress(itemCount);
if (mission->IsReadyToComplete())
{
mission->MakeActive();
}
}
}
}
return;
}
Entity* entity;
ScriptedActivityComponent* activity;
uint32_t activityId;
uint32_t lot;
uint32_t collectionId;
std::vector<LDFBaseData*> settings;
switch (type) {
case MissionTaskType::MISSION_TASK_TYPE_UNKNOWN:
break;
case MissionTaskType::MISSION_TASK_TYPE_ACTIVITY:
{
if (InAllTargets(value)) {
AddProgress(count);
break;
}
entity = EntityManager::Instance()->GetEntity(associate);
if (entity == nullptr) {
if (associate != LWOOBJID_EMPTY) {
Game::logger->Log("MissionTask", "Failed to find associated entity (%llu)!\n", associate);
}
break;
}
activity = static_cast<ScriptedActivityComponent*>(entity->GetComponent(COMPONENT_TYPE_REBUILD));
if (activity == nullptr)
{
break;
}
activityId = activity->GetActivityID();
const auto activityIdOverride = entity->GetVar<int32_t>(u"activityID");
if (activityIdOverride != 0)
{
activityId = activityIdOverride;
}
if (!InAllTargets(activityId)) break;
AddProgress(count);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_FOOD:
case MissionTaskType::MISSION_TASK_TYPE_MISSION_INTERACTION:
{
if (GetTarget() != value) break;
AddProgress(count);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_EMOTE:
{
if (!InParameters(value)) break;
entity = EntityManager::Instance()->GetEntity(associate);
if (entity == nullptr)
{
Game::logger->Log("MissionTask", "Failed to find associated entity (%llu)!\n", associate);
break;
}
lot = static_cast<uint32_t>(entity->GetLOT());
if (GetTarget() != lot) break;
AddProgress(count);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_SKILL:
{
if (!InParameters(value)) break;
AddProgress(count);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_MINIGAME:
{
auto* minigameManager = EntityManager::Instance()->GetEntity(associate);
if (minigameManager == nullptr)
break;
int32_t gameID = minigameManager->GetLOT();
auto* sac = minigameManager->GetComponent<ScriptedActivityComponent>();
if (sac != nullptr) {
gameID = sac->GetActivityID();
}
if (info->target != gameID) {
break;
}
// Lego Universe is a great game with very easy to understand mission progression.
// If we are progressing a mission for shooting gallery we need to set its
// completion to 1 and not the targetValue beacuse that makes sense
// compared to all other missions and tasks :)
if(info->targetGroup == targets && value >= info->targetValue && GetMission()->IsMission() && info->target == 1864 && info->targetGroup == "performact_score") {
SetProgress(1);
break;
}
if(info->targetGroup == targets && value >= info->targetValue) {
SetProgress(info->targetValue);
break;
}
break;
}
case MissionTaskType::MISSION_TASK_TYPE_VISIT_PROPERTY:
{
if (!InAllTargets(value)) break;
if (std::find(unique.begin(), unique.end(), static_cast<uint32_t>(associate)) != unique.end()) break;
AddProgress(count);
unique.push_back(associate);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_ENVIRONMENT:
{
if (!InAllTargets(value)) break;
entity = EntityManager::Instance()->GetEntity(associate);
if (entity == nullptr)
{
Game::logger->Log("MissionTask", "Failed to find associated entity (%llu)!\n", associate);
break;
}
collectionId = entity->GetCollectibleID();
collectionId = static_cast<uint32_t>(collectionId) + static_cast<uint32_t>(Game::server->GetZoneID() << 8);
if (std::find(unique.begin(), unique.end(), collectionId) != unique.end()) break;
unique.push_back(collectionId);
SetProgress(unique.size());
auto* entity = mission->GetAssociate();
if (entity == nullptr) break;
auto* missionComponent = entity->GetComponent<MissionComponent>();
if (missionComponent == nullptr) break;
missionComponent->AddCollectible(collectionId);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_LOCATION:
{
if (info->targetGroup != targets) break;
AddProgress(count);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_RACING:
{
if (parameters.empty()) break;
if (!InAllTargets(dZoneManager::Instance()->GetZone()->GetWorldID()) && !(parameters[0] == 4 || parameters[0] == 5) && !InAllTargets(value)) break;
if (parameters[0] != associate) break;
if (associate == 1 || associate == 15 || associate == 2 || associate == 3)
{
if (value > info->targetValue) break;
AddProgress(info->targetValue);
}
else if (associate == 10)
{
// If the player did not crash during the race, progress this task by count.
if (value != 0) break;
AddProgress(count);
}
else if (associate == 4 || associate == 5 || associate == 14)
{
if (!InAllTargets(value)) break;
AddProgress(count);
}
else
{
AddProgress(count);
}
break;
}
case MissionTaskType::MISSION_TASK_TYPE_PET_TAMING:
case MissionTaskType::MISSION_TASK_TYPE_SCRIPT:
case MissionTaskType::MISSION_TASK_TYPE_NON_MISSION_INTERACTION:
case MissionTaskType::MISSION_TASK_TYPE_MISSION_COMPLETE:
case MissionTaskType::MISSION_TASK_TYPE_POWERUP:
case MissionTaskType::MISSION_TASK_TYPE_SMASH:
case MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION:
case MissionTaskType::MISSION_TASK_TYPE_PLAYER_FLAG:
case MissionTaskType::MISSION_TASK_TYPE_EARN_REPUTATION:
{
if (!InAllTargets(value)) break;
AddProgress(count);
break;
}
case MissionTaskType::MISSION_TASK_TYPE_PLACE_MODEL:
{
AddProgress(count);
break;
}
default:
Game::logger->Log("MissionTask", "Invalid mission task type (%i)!\n", static_cast<int>(type));
return;
}
CheckCompletion();
}
MissionTask::~MissionTask()
{
targets.clear();
parameters.clear();
unique.clear();
}