using SptCommon.Annotations; using Core.Models.Eft.Common; using Core.Models.Eft.Common.Tables; using Core.Models.Eft.ItemEvent; using Core.Models.Eft.Quests; using Core.Models.Enums; using Core.Models.Spt.Config; using Core.Models.Utils; using Core.Routers; using Core.Servers; using Core.Services; using Core.Utils; using Core.Utils.Cloners; using SptCommon.Extensions; namespace Core.Helpers; [Injectable] public class QuestHelper( ISptLogger _logger, TimeUtil _timeUtil, HashUtil _hashUtil, ItemHelper _itemHelper, DatabaseService _databaseService, QuestConditionHelper _questConditionHelper, EventOutputHolder _eventOutputHolder, LocaleService _localeService, ProfileHelper _profileHelper, QuestRewardHelper _questRewardHelper, RewardHelper _rewardHelper, LocalisationService _localisationService, SeasonalEventService _seasonalEventService, TraderHelper _traderHelper, MailSendService _mailSendService, PlayerService _playerService, ConfigServer _configServer, ICloner _cloner ) { protected QuestConfig _questConfig = _configServer.GetConfig(); protected List _newlyQuestCheck = [QuestStatusEnum.Started, QuestStatusEnum.AvailableForFinish]; /// /// Get status of a quest in player profile by its id /// /// Profile to search /// Quest id to look up /// QuestStatus enum public QuestStatusEnum GetQuestStatus(PmcData pmcData, string questId) { var quest = pmcData.Quests?.FirstOrDefault((q) => q.QId == questId); return quest?.Status ?? QuestStatusEnum.Locked; } /// /// returns true if the level condition is satisfied /// /// Players level /// Quest condition /// true if player level is greater than or equal to quest public bool DoesPlayerLevelFulfilCondition(double playerLevel, QuestCondition condition) { if (condition.ConditionType != "Level") { return true; } var conditionValue = double.Parse(condition.Value.ToString()); switch (condition.CompareMethod) { case ">=": return playerLevel >= conditionValue; case ">": return playerLevel > conditionValue; case "<": return playerLevel < conditionValue; case "<=": return playerLevel <= conditionValue; case "=": return playerLevel == conditionValue; default: _logger.Error( _localisationService.GetText("quest-unable_to_find_compare_condition", condition.CompareMethod) ); return false; } } /// /// Get the quests found in both lists (inner join) /// /// List of quests #1 /// List of quests #2 /// Reduction of cartesian product between two quest lists public List GetDeltaQuests(List before, List after) { List knownQuestsIds = []; foreach (var quest in before) { knownQuestsIds.Add(quest.Id); } if (knownQuestsIds.Count != 0) { return after.Where((q) => { return knownQuestsIds.IndexOf(q.Id) == -1; }).ToList(); } return after; } /// /// Adjust skill experience for low skill levels, mimicking the official client /// /// the skill experience is being added to /// the amount of experience being added to the skill /// the adjusted skill progress gain public int AdjustSkillExpForLowLevels(Common profileSkill, int progressAmount) { var currentLevel = Math.Floor((double)(profileSkill.Progress / 100)); // Only run this if the current level is under 9 if (currentLevel >= 9) { return progressAmount; } // This calculates how much progress we have in the skill's starting level var startingLevelProgress = (profileSkill.Progress % 100) * ((currentLevel + 1) / 10); // The code below assumes a 1/10th progress skill amount var remainingProgress = progressAmount / 10; // We have to do this loop to handle edge cases where the provided XP bumps your level up // See "CalculateExpOnFirstLevels" in client for original logic var adjustedSkillProgress = 0; while (remainingProgress > 0 && currentLevel < 9) { // Calculate how much progress to add, limiting it to the current level max progress var currentLevelRemainingProgress = (currentLevel + 1) * 10 - startingLevelProgress; _logger.Debug($"currentLevelRemainingProgress: {currentLevelRemainingProgress}"); var progressToAdd = Math.Min(remainingProgress, currentLevelRemainingProgress ?? 0); var adjustedProgressToAdd = (10 / (currentLevel + 1)) * progressToAdd; _logger.Debug($"Progress To Add: {progressToAdd} Adjusted for level: {adjustedProgressToAdd}"); // Add the progress amount adjusted by level adjustedSkillProgress += (int)adjustedProgressToAdd; remainingProgress -= (int)progressToAdd; startingLevelProgress = 0; currentLevel++; } // If there's any remaining progress, add it. This handles if you go from level 8 -> 9 if (remainingProgress > 0) { adjustedSkillProgress += remainingProgress; } return adjustedSkillProgress; } /// /// Get quest name by quest id /// /// id to get /// public string GetQuestNameFromLocale(string questId) { var questNameKey = $"{questId} name"; return _localeService.GetLocaleDb().GetValueOrDefault(questNameKey, "UNKNOWN"); } /// /// Check if trader has sufficient loyalty to fulfill quest requirement /// /// Quest props /// Player profile /// true if loyalty is high enough to fulfill quest requirement public bool TraderLoyaltyLevelRequirementCheck(QuestCondition questProperties, PmcData profile) { var requiredLoyaltyLevel = questProperties.Value as float?; if (!profile.TradersInfo.TryGetValue( questProperties.Target.IsItem ? questProperties.Target.Item : questProperties.Target.List.FirstOrDefault(), out var trader )) { _logger.Error( _localisationService.GetText("quest-unable_to_find_trader_in_profile", questProperties.Target) ); } return CompareAvailableForValues( trader.LoyaltyLevel.Value, requiredLoyaltyLevel.Value, questProperties.CompareMethod ); } /// /// Check if trader has sufficient standing to fulfill quest requirement /// /// Quest props /// Player profile /// true if standing is high enough to fulfill quest requirement public bool TraderStandingRequirementCheck(QuestCondition questProperties, PmcData profile) { var requiredLoyaltyLevel = int.Parse(questProperties.Value.ToString()); if (!profile.TradersInfo.TryGetValue( questProperties.Target.IsItem ? questProperties.Target.Item : questProperties.Target.List.FirstOrDefault(), out var trader )) { _logger.Error( _localisationService.GetText("quest-unable_to_find_trader_in_profile", questProperties.Target) ); } return CompareAvailableForValues(trader.Standing ?? 1, requiredLoyaltyLevel, questProperties.CompareMethod); } protected bool CompareAvailableForValues(double current, float required, string compareMethod) { switch (compareMethod) { case ">=": return current >= required; case ">": return current > required; case "<=": return current <= required; case "<": return current < required; case "!=": return current != required; case "==": return current == required; default: _logger.Error(_localisationService.GetText("quest-compare_operator_unhandled", compareMethod)); return false; } } /** * Look up quest in db by accepted quest id and construct a profile-ready object ready to store in profile * @param pmcData Player profile * @param newState State the new quest should be in when returned * @param acceptedQuest Details of accepted quest from client */ public QuestStatus GetQuestReadyForProfile(PmcData pmcData, QuestStatusEnum newState, AcceptQuestRequestData acceptedQuest) { var currentTimestamp = _timeUtil.GetTimeStamp(); var existingQuest = pmcData.Quests.FirstOrDefault(q => q.QId == acceptedQuest.QuestId); if (existingQuest is not null) { // Quest exists, update its status existingQuest.StartTime = currentTimestamp; existingQuest.Status = newState; existingQuest.StatusTimers[newState] = currentTimestamp; existingQuest.CompletedConditions = []; if (existingQuest.AvailableAfter is not null) { existingQuest.AvailableAfter = null; } return existingQuest; } // Quest doesn't exists, add it QuestStatus newQuest = new QuestStatus { QId = acceptedQuest.QuestId, StartTime = currentTimestamp, Status = newState, StatusTimers = new Dictionary(), }; // Check if quest has a prereq to be placed in a 'pending' state, otherwise set status timers value var questDbData = GetQuestFromDb(acceptedQuest.QuestId, pmcData); if (questDbData is null) { _logger.Error( _localisationService.GetText( "quest-unable_to_find_quest_in_db", new { questId = acceptedQuest.QuestId, questType = acceptedQuest.Type, } ) ); } var waitTime = questDbData?.Conditions.AvailableForStart.FirstOrDefault(x => x.AvailableAfter > 0); if (waitTime is not null && acceptedQuest.Type != "repeatable") { // Quest should be put into 'pending' state newQuest.StartTime = 0; newQuest.Status = QuestStatusEnum.AvailableAfter; // 9 newQuest.AvailableAfter = currentTimestamp + waitTime.AvailableAfter; } else { newQuest.StatusTimers[newState] = currentTimestamp; newQuest.CompletedConditions = []; } return newQuest; } /** * Get quests that can be shown to player after starting a quest * @param startedQuestId Quest started by player * @param sessionID Session id * @returns Quests accessible to player including newly unlocked quests now quest (startedQuestId) was started */ public List GetNewlyAccessibleQuestsWhenStartingQuest(string startedQuestId, string sessionID) { // Get quest acceptance data from profile PmcData profile = _profileHelper.GetPmcProfile(sessionID); var startedQuestInProfile = profile.Quests.FirstOrDefault(profileQuest => profileQuest.QId == startedQuestId); // Get quests that var eligibleQuests = GetQuestsFromDb() .Where( quest => { // Quest is accessible to player when the accepted quest passed into param is started // e.g. Quest A passed in, quest B is looped over and has requirement of A to be started, include it var acceptedQuestCondition = quest.Conditions.AvailableForStart.FirstOrDefault( condition => { return ( condition.ConditionType == "Quest" && ((condition.Target?.Item?.Contains(startedQuestId) ?? false) || (condition.Target?.List?.Contains(startedQuestId) ?? false))&& (condition.Status?.Contains(QuestStatusEnum.Started) ?? false) ); } ); // Not found, skip quest if (acceptedQuestCondition is null) { return false; } // Skip locked event quests if (!ShowEventQuestToPlayer(quest.Id)) { return false; } // Skip quest if its flagged as for other side if (QuestIsForOtherSide(profile.Info.Side, quest.Id)) { return false; } if (QuestIsProfileBlacklisted(profile.Info.GameVersion, quest.Id)) { return false; } if (QuestIsProfileWhitelisted(profile.Info.GameVersion, quest.Id)) { return false; } var standingRequirements = _questConditionHelper.GetStandingConditions( quest.Conditions.AvailableForStart ); foreach (var condition in standingRequirements) { if (!TraderStandingRequirementCheck(condition, profile)) { return false; } } var loyaltyRequirements = _questConditionHelper.GetLoyaltyConditions( quest.Conditions.AvailableForStart ); foreach (var condition in loyaltyRequirements) { if (!TraderLoyaltyLevelRequirementCheck(condition, profile)) { return false; } } // Include if quest found in profile and is started or ready to hand in return ((startedQuestInProfile is not null) && _newlyQuestCheck.Contains((QuestStatusEnum)startedQuestInProfile.Status)); } ); return GetQuestsWithOnlyLevelRequirementStartCondition(eligibleQuests.ToList()); } /** * Should a seasonal/event quest be shown to the player * @param questId Quest to check * @returns true = show to player */ public bool ShowEventQuestToPlayer(string questId) { var isChristmasEventActive = _seasonalEventService.ChristmasEventEnabled(); var isHalloweenEventActive = _seasonalEventService.HalloweenEventEnabled(); // Not christmas + quest is for christmas if (!isChristmasEventActive && _seasonalEventService.IsQuestRelatedToEvent(questId, SeasonalEventType.Christmas)) { return false; } // Not halloween + quest is for halloween if (!isHalloweenEventActive && _seasonalEventService.IsQuestRelatedToEvent(questId, SeasonalEventType.Halloween)) { return false; } // Should non-season event quests be shown to player if (!(_questConfig.ShowNonSeasonalEventQuests ?? false) && _seasonalEventService.IsQuestRelatedToEvent(questId, SeasonalEventType.None)) { return false; } return true; } /** * Is the quest for the opposite side the player is on * @param playerSide Player side (usec/bear) * @param questId QuestId to check */ public bool QuestIsForOtherSide(string playerSide, string questId) { var isUsec = playerSide.ToLower() == "usec"; if (isUsec && _questConfig.BearOnlyQuests.Contains(questId)) { // Player is usec and quest is bear only, skip return true; } if (!isUsec && _questConfig.UsecOnlyQuests.Contains(questId)) { // Player is bear and quest is usec only, skip return true; } return false; } /** * Is the provided quest prevented from being viewed by the provided game version * (Inclusive filter) * @param gameVersion Game version to check against * @param questId Quest id to check * @returns True Quest should not be visible to game version */ protected bool QuestIsProfileBlacklisted(string gameVersion, string questId) { var questBlacklist = _questConfig.ProfileBlacklist?.GetValueOrDefault(gameVersion); if (questBlacklist is null) { // Not blacklisted return false; } return questBlacklist.Contains(questId); } /** * Is the provided quest able to be seen by the provided game version * (Exclusive filter) * @param gameVersion Game version to check against * @param questId Quest id to check * @returns True Quest should be visible to game version */ protected bool QuestIsProfileWhitelisted(string gameVersion, string questId) { var questBlacklist = _questConfig.ProfileBlacklist.GetValueOrDefault(gameVersion); if (questBlacklist is null) { // Not blacklisted return false; } return questBlacklist.Contains(questId); } /** * Get quests that can be shown to player after failing a quest * @param failedQuestId Id of the quest failed by player * @param sessionId Session id * @returns List of Quest */ public List FailedUnlocked(string failedQuestId, string sessionId) { var profile = _profileHelper.GetPmcProfile(sessionId); var profileQuest = profile.Quests.FirstOrDefault((x) => x.QId == failedQuestId); var quests = GetQuestsFromDb() .Where( (q) => { var acceptedQuestCondition = q.Conditions.AvailableForStart.FirstOrDefault( c => c.ConditionType == "Quest" && (c.Target.IsList ? c.Target.List : [c.Target.Item]).Contains(failedQuestId) && c.Status[0] == QuestStatusEnum.Fail ); if (acceptedQuestCondition is null) { return false; } return profileQuest is not null && profileQuest.Status == QuestStatusEnum.Fail; } ) .ToList(); if (quests.Any()) { return quests; } return GetQuestsWithOnlyLevelRequirementStartCondition(quests); } /** * Sets the item stack to new value, or delete the item if value <= 0 * // TODO maybe merge this function and the one from customization * @param pmcData Profile * @param itemId id of item to adjust stack size of * @param newStackSize Stack size to adjust to * @param sessionID Session id * @param output ItemEvent router response */ public void ChangeItemStack( PmcData pmcData, string itemId, int newStackSize, string sessionID, ItemEventRouterResponse output) { var inventoryItemIndex = pmcData.Inventory.Items.FindIndex((item) => item.Id == itemId); if (inventoryItemIndex < 0) { _logger.Error(_localisationService.GetText("quest-item_not_found_in_inventory", itemId)); return; } if (newStackSize > 0) { var item = pmcData.Inventory.Items[inventoryItemIndex]; _itemHelper.AddUpdObjectToItem(item); item.Upd.StackObjectsCount = newStackSize; AddItemStackSizeChangeIntoEventResponse(output, sessionID, item); } else { // this case is probably dead Code right now, since the only calling function // checks explicitly for Value > 0. output.ProfileChanges[sessionID].Items.DeletedItems.Add(new() { Id = itemId }); pmcData.Inventory.Items.RemoveAt(inventoryItemIndex); } } /** * Add item stack change object into output route event response * @param output Response to add item change event into * @param sessionId Session id * @param item Item that was adjusted */ protected void AddItemStackSizeChangeIntoEventResponse( ItemEventRouterResponse output, string sessionId, Item item) { output.ProfileChanges[sessionId] .Items.ChangedItems.Add( new Item { Id = item.Id, Template = item.Template, ParentId = item.ParentId, SlotId = item.SlotId, Location = (ItemLocation)item.Location, Upd = new Upd { StackObjectsCount = item.Upd.StackObjectsCount }, } ); } /** * Get quests, strip all requirement conditions except level * @param quests quests to process * @returns quest list without conditions */ protected List GetQuestsWithOnlyLevelRequirementStartCondition(List quests) { return quests.Select(GetQuestWithOnlyLevelRequirementStartCondition).ToList(); } /** * Remove all quest conditions except for level requirement * @param quest quest to clean * @returns reset Quest object */ public Quest GetQuestWithOnlyLevelRequirementStartCondition(Quest quest) { var updatedQuest = _cloner.Clone(quest); updatedQuest.Conditions.AvailableForStart = updatedQuest.Conditions.AvailableForStart.Where( (q) => q.ConditionType == "Level" ) .ToList(); return updatedQuest; } /** * Fail a quest in a player profile * @param pmcData Player profile * @param failRequest Fail quest request data * @param sessionID Session id * @param output Client output */ public void FailQuest( PmcData pmcData, FailQuestRequestData failRequest, string sessionID, ItemEventRouterResponse output = null) { var updatedOutput = output; // Prepare response to send back to client if (updatedOutput is null) { updatedOutput = _eventOutputHolder.GetOutput(sessionID); } UpdateQuestState(pmcData, QuestStatusEnum.Fail, failRequest.QuestId); var questRewards = _questRewardHelper.ApplyQuestReward( pmcData, failRequest.QuestId, QuestStatusEnum.Fail, sessionID, updatedOutput ); // Create a dialog message for completing the quest. var quest = GetQuestFromDb(failRequest.QuestId, pmcData); // Merge all daily/weekly/scav daily quests into one array and look for the matching quest by id var matchingRepeatableQuest = pmcData.RepeatableQuests.SelectMany( (repeatableType) => repeatableType.ActiveQuests ) .FirstOrDefault((activeQuest) => activeQuest.Id == failRequest.QuestId); // Quest found and no repeatable found if (quest is not null && matchingRepeatableQuest is null) { if (quest.FailMessageText.Trim().Count() > 0) { _mailSendService.SendLocalisedNpcMessageToPlayer( sessionID, _traderHelper.GetTraderById(quest?.TraderId ?? matchingRepeatableQuest?.TraderId) .ToString(), // Can be undefined when repeatable quest has been moved to inactiveQuests MessageType.QUEST_FAIL, quest.FailMessageText, questRewards.ToList(), _timeUtil.GetHoursAsSeconds((int)GetMailItemRedeemTimeHoursForProfile(pmcData)) ); } } updatedOutput.ProfileChanges[sessionID].Quests.AddRange(FailedUnlocked(failRequest.QuestId, sessionID)); } /** * Get List of All Quests from db * NOT CLONED * @returns List of Quest objects */ public List GetQuestsFromDb() { return _databaseService.GetQuests().Values.ToList(); } /** * Get quest by id from database (repeatables are stored in profile, check there if questId not found) * @param questId Id of quest to find * @param pmcData Player profile * @returns IQuest object */ public Quest GetQuestFromDb(string questId, PmcData pmcData) { // Maybe a repeatable quest? if (_databaseService.GetQuests().TryGetValue(questId, out var quest)) { return quest; } // Check daily/weekly objects return pmcData.RepeatableQuests .SelectMany(x => x.ActiveQuests) .FirstOrDefault(x => x.Id == questId); } /// /// Get a quests startedMessageText key from db, if no startedMessageText key found, use description key instead /// /// startedMessageText property from Quest /// description property from Quest /// message id public string GetMessageIdForQuestStart(string startedMessageTextId, string questDescriptionId) { // Blank or is a guid, use description instead var startedMessageText = GetQuestLocaleIdFromDb(startedMessageTextId); if ( startedMessageText is null || startedMessageText.Trim() == "" || startedMessageText.ToLower() == "test" || startedMessageText.Length == 24 ) { return questDescriptionId; } return startedMessageTextId; } /// /// Get the locale Id from locale db for a quest message /// /// Quest message id to look up /// Locale Id from locale db public string GetQuestLocaleIdFromDb(string questMessageId) { var locale = _localeService.GetLocaleDb(); return locale.GetValueOrDefault(questMessageId, null); } /// /// Alter a quests state + Add a record to its status timers object /// /// Profile to update /// New state the quest should be in /// Id of the quest to alter the status of public void UpdateQuestState(PmcData pmcData, QuestStatusEnum newQuestState, string questId) { // Find quest in profile, update status to desired status var questToUpdate = pmcData.Quests.FirstOrDefault((quest) => quest.QId == questId); if (questToUpdate is not null) { questToUpdate.Status = newQuestState; questToUpdate.StatusTimers[newQuestState] = _timeUtil.GetTimeStamp(); } } /// /// Resets a quests values back to its chosen state /// /// Profile to update /// New state the quest should be in /// Id of the quest to alter the status of public void ResetQuestState(PmcData pmcData, QuestStatusEnum newQuestState, string questId) { var questToUpdate = pmcData.Quests.FirstOrDefault((quest) => quest.QId == questId); if (questToUpdate is not null) { var currentTimestamp = _timeUtil.GetTimeStamp(); questToUpdate.Status = newQuestState; // Only set start time when quest is being started if (newQuestState == QuestStatusEnum.Started) { questToUpdate.StartTime = currentTimestamp; } questToUpdate.StatusTimers[newQuestState] = currentTimestamp; // Delete all status timers after applying new status foreach (var statusKey in questToUpdate.StatusTimers) { if (statusKey.Key > newQuestState) { questToUpdate.StatusTimers.Remove(statusKey.Key); } } // Remove all completed conditions questToUpdate.CompletedConditions = []; } } /** * Find quest with 'findItem' condition that needs the item tpl be handed in * @param itemTpl item tpl to look for * @param questIds Quests to search through for the findItem condition * @returns quest id with 'FindItem' condition id */ public Dictionary GetFindItemConditionByQuestItem( string itemTpl, string[] questIds, List allQuests ) { Dictionary result = new(); foreach (var questId in questIds) { var questInDb = allQuests.FirstOrDefault((x) => x.Id == questId); if (questInDb is null) { _logger.Debug($"Unable to find quest: {questId} in db, cannot get 'FindItem' condition, skipping"); continue; } var condition = questInDb.Conditions.AvailableForFinish.FirstOrDefault( c => c.ConditionType == "FindItem" && ((c.Target.IsList ? c.Target.List : [c.Target.Item])?.Contains(itemTpl) ?? false) ); if (condition is not null) { result[questId] = condition.Id; break; } } return result; } /** * Add all quests to a profile with the provided statuses * @param pmcProfile profile to update * @param statuses statuses quests should have added to profile */ public void AddAllQuestsToProfile(PmcData pmcProfile, List statuses) { // Iterate over all quests in db var quests = _databaseService.GetQuests(); foreach (var (key, questData) in quests) { // Quest from db matches quests in profile, skip if (pmcProfile.Quests.Any((x) => x.QId == questData.Id)) { continue; } // Create dict of status to add to quest in profile var statusesDict = new Dictionary(); foreach (var status in statuses) { statusesDict.Add(status, _timeUtil.GetTimeStamp()); } var questRecordToAdd = new QuestStatus { QId = key, StartTime = _timeUtil.GetTimeStamp(), Status = statuses[^1], // Get last status in list as currently active status StatusTimers = statusesDict, CompletedConditions = [], AvailableAfter = 0, }; // Check if the quest already exists in the profile var existingQuest = pmcProfile.Quests.FirstOrDefault(x => x.QId == key); if (existingQuest != null) { // Update existing quest existingQuest.Status = questRecordToAdd.Status; existingQuest.StatusTimers = questRecordToAdd.StatusTimers; } else { // Add new quest to the profile pmcProfile.Quests.Add(questRecordToAdd); } } } public void FindAndRemoveQuestFromArrayIfExists(string questId, List quests) { var pmcQuestToReplaceStatus = quests.FirstOrDefault((quest) => quest.QId == questId); if (pmcQuestToReplaceStatus is not null) { var index = quests.IndexOf(pmcQuestToReplaceStatus); quests.RemoveAt(index); } } /** * Return a list of quests that would fail when supplied quest is completed * @param completedQuestId quest completed id * @returns array of Quest objects */ public List GetQuestsFailedByCompletingQuest(string completedQuestId) { var questsInDb = GetQuestsFromDb(); return questsInDb.Where( (quest) => { // No fail conditions, exit early if (quest.Conditions.Fail is null || quest.Conditions.Fail.Count == 0) { return false; } return quest.Conditions.Fail.Any( condition => (condition.Target.IsList ? condition.Target.List : [condition.Target.Item])?.Contains( completedQuestId ) ?? false ); } ) .ToList(); } /** * Get the hours a mails items can be collected for by profile type * @param pmcData Profile to get hours for * @returns Hours item will be available for */ public double? GetMailItemRedeemTimeHoursForProfile(PmcData pmcData) { var value = _questConfig.MailRedeemTimeHours.GetValueOrDefault(pmcData.Info.GameVersion); if (value is null) { return 0; } return value; } public ItemEventRouterResponse CompleteQuest(PmcData pmcData, CompleteQuestRequestData body, string sessionID) { var completeQuestResponse = _eventOutputHolder.GetOutput(sessionID); var preCompleteProfileQuests = _cloner.Clone(pmcData.Quests); var completedQuestId = body.QuestId; var clientQuestsClone = _cloner.Clone(GetClientQuests(sessionID)); // Must be gathered prior to applyQuestReward() & failQuests() var newQuestState = QuestStatusEnum.Success; UpdateQuestState(pmcData, newQuestState, completedQuestId); var questRewards = _questRewardHelper.ApplyQuestReward( pmcData, body.QuestId, newQuestState, sessionID, completeQuestResponse ); // Check for linked failed + unrestartable quests (only get quests not already failed var questsToFail = GetQuestsFromProfileFailedByCompletingQuest(completedQuestId, pmcData); if (questsToFail?.Count > 0) { FailQuests(sessionID, pmcData, questsToFail, completeQuestResponse); } // Show modal on player screen SendSuccessDialogMessageOnQuestComplete(sessionID, pmcData, completedQuestId, questRewards.ToList()); // Add diff of quests before completion vs after for client response var questDelta = GetDeltaQuests(clientQuestsClone, GetClientQuests(sessionID)); // Check newly available + failed quests for timegates and add them to profile AddTimeLockedQuestsToProfile(pmcData, questDelta, body.QuestId); // Inform client of quest changes completeQuestResponse.ProfileChanges[sessionID].Quests.AddRange(questDelta); // Check if it's a repeatable quest. If so, remove from Quests foreach (var currentRepeatable in pmcData.RepeatableQuests) { var repeatableQuest = currentRepeatable.ActiveQuests.FirstOrDefault( (activeRepeatable) => activeRepeatable.Id == completedQuestId ); if (repeatableQuest is not null) { // Need to remove redundant scav quest object as its no longer necessary, is tracked in pmc profile if (repeatableQuest.Side == "Scav") { RemoveQuestFromScavProfile(sessionID, repeatableQuest.Id); } } } // Hydrate client response questsStatus array with data var questStatusChanges = GetQuestsWithDifferentStatuses(preCompleteProfileQuests, pmcData.Quests); if (questStatusChanges is not null) { completeQuestResponse.ProfileChanges[sessionID].QuestsStatus.AddRange(questStatusChanges); } return completeQuestResponse; } /** * Handle client/quest/list * Get all quests visible to player * Exclude quests with incomplete preconditions (level/loyalty) * @param sessionID session id * @returns array of Quest */ public List GetClientQuests(string sessionID) { List questsToShowPlayer = []; var profile = _profileHelper.GetPmcProfile(sessionID); if (profile is null) { _logger.Error($"Profile {sessionID} not found, unable to return quests"); return []; } var allQuests = GetQuestsFromDb(); foreach (var quest in allQuests) { // Player already accepted the quest, show it regardless of status var questInProfile = profile.Quests.FirstOrDefault(x => x.QId == quest.Id); if (questInProfile is not null) { quest.SptStatus = questInProfile.Status; questsToShowPlayer.Add(quest); continue; } // Filter out bear quests for USEC and vice versa if (QuestIsForOtherSide(profile.Info.Side, quest.Id)) { continue; } if (!ShowEventQuestToPlayer(quest.Id)) { continue; } // Don't add quests that have a level higher than the user's if (!PlayerLevelFulfillsQuestRequirement(quest, profile.Info.Level.Value)) { continue; } // Player can use trader mods then remove them, leaving quests behind if (!profile.TradersInfo.TryGetValue(quest.TraderId, out var trader)) { _logger.Debug( $"Unable to show quest: {quest.QuestName} as its for a trader: {quest.TraderId} that no longer exists." ); continue; } var questRequirements = _questConditionHelper.GetQuestConditions(quest.Conditions.AvailableForStart); var loyaltyRequirements = _questConditionHelper.GetLoyaltyConditions(quest.Conditions.AvailableForStart); var standingRequirements = _questConditionHelper.GetStandingConditions(quest.Conditions.AvailableForStart); // Quest has no conditions, standing or loyalty conditions, add to visible quest list if (questRequirements.Count == 0 && loyaltyRequirements.Count == 0 && standingRequirements.Count == 0) { quest.SptStatus = QuestStatusEnum.AvailableForStart; questsToShowPlayer.Add(quest); continue; } // Check the status of each quest condition, if any are not completed // then this quest should not be visible var haveCompletedPreviousQuest = true; foreach (var conditionToFulfil in questRequirements) { // If the previous quest isn't in the user profile, it hasn't been completed or started var questIdsToFulfil = (conditionToFulfil.Target.IsList ? conditionToFulfil.Target.List : (conditionToFulfil.Target.Item == null ? null : [conditionToFulfil.Target.Item])) ?? []; var prerequisiteQuest = profile.Quests.FirstOrDefault(profileQuest => questIdsToFulfil.Contains(profileQuest.QId)); if (prerequisiteQuest is null) { haveCompletedPreviousQuest = false; break; } // Prereq does not have its status requirement fulfilled // Some bsg status ids are strings, MUST convert to number before doing includes check if (!conditionToFulfil.Status.Contains(prerequisiteQuest.Status.Value)) { haveCompletedPreviousQuest = false; break; } // Has a wait timer if (conditionToFulfil.AvailableAfter > 0) { // Compare current time to unlock time for previous quest prerequisiteQuest.StatusTimers.TryGetValue( prerequisiteQuest.Status.Value, out var previousQuestCompleteTime ); var unlockTime = previousQuestCompleteTime + conditionToFulfil.AvailableAfter; if (unlockTime > _timeUtil.GetTimeStamp()) { _logger.Debug( $"Quest {quest.QuestName} is locked for another: {unlockTime - _timeUtil.GetTimeStamp()} seconds" ); } } } // Previous quest not completed, skip if (!haveCompletedPreviousQuest) { continue; } var passesLoyaltyRequirements = true; foreach (var condition in loyaltyRequirements) { if (!TraderLoyaltyLevelRequirementCheck(condition, profile)) { passesLoyaltyRequirements = false; break; } } var passesStandingRequirements = true; foreach (var condition in standingRequirements) { if (!TraderStandingRequirementCheck(condition, profile)) { passesStandingRequirements = false; break; } } if (haveCompletedPreviousQuest && passesLoyaltyRequirements && passesStandingRequirements) { quest.SptStatus = QuestStatusEnum.AvailableForStart; questsToShowPlayer.Add(quest); } } return UpdateQuestsForGameEdition(questsToShowPlayer, profile.Info.GameVersion); } /** * Create a clone of the given quest array with the rewards updated to reflect the * given game version * @param quests List of quests to check * @param gameVersion Game version of the profile * @returns Array of Quest objects with the rewards filtered correctly for the game version */ protected List UpdateQuestsForGameEdition(List quests, string gameVersion) { var modifiedQuests = _cloner.Clone(quests); foreach (var quest in modifiedQuests) { // Remove any reward that doesn't pass the game edition check var propsAsDict = quest.Rewards.GetAllPropsAsDict(); foreach (var rewardType in propsAsDict) { if (rewardType.Value is null) continue; propsAsDict[rewardType.Key] = ((List)propsAsDict[rewardType.Key]) .Where( reward => _rewardHelper.RewardIsForGameEdition(reward, gameVersion) ) .ToList(); } } return modifiedQuests; } /** * Return a list of quests that would fail when supplied quest is completed * @param completedQuestId Quest completed id * @returns Array of Quest objects */ protected List GetQuestsFromProfileFailedByCompletingQuest(string completedQuestId, PmcData pmcProfile) { var questsInDb = GetQuestsFromDb(); return questsInDb.Where( quest => { // No fail conditions, skip if (quest.Conditions.Fail is null || quest.Conditions.Fail.Count == 0) { return false; } // Quest already failed in profile, skip if (pmcProfile.Quests.Any(profileQuest => profileQuest.QId == quest.Id && profileQuest.Status == QuestStatusEnum.Fail)) { return false; } return quest.Conditions.Fail.Any(condition => (condition.Target?.List?.Contains(completedQuestId) ?? false)); } ) .ToList(); } /** * Fail the provided quests * Update quest in profile, otherwise add fresh quest object with failed status * @param sessionID session id * @param pmcData player profile * @param questsToFail quests to fail * @param output Client output */ protected void FailQuests( string sessionID, PmcData pmcData, List questsToFail, ItemEventRouterResponse output ) { foreach (var questToFail in questsToFail) { // Skip failing a quest that has a fail status of something other than success if (questToFail.Conditions.Fail?.Any(x => x.Status?.Any(status => status != QuestStatusEnum.Success) ?? false) ?? false) { continue; } var isActiveQuestInPlayerProfile = pmcData.Quests.FirstOrDefault(quest => quest.QId == questToFail.Id); if (isActiveQuestInPlayerProfile is not null) { if (isActiveQuestInPlayerProfile.Status != QuestStatusEnum.Fail) { FailQuestRequestData failBody = new FailQuestRequestData { Action = "QuestFail", QuestId = questToFail.Id, RemoveExcessItems = true, }; FailQuest(pmcData, failBody, sessionID, output); } } else { // Failing an entirely new quest that doesn't exist in profile Dictionary statusTimers = new Dictionary(); if (!statusTimers.TryGetValue(QuestStatusEnum.Fail, out var _)) { statusTimers.Add(QuestStatusEnum.Fail, 0); } statusTimers[QuestStatusEnum.Fail] = _timeUtil.GetTimeStamp(); QuestStatus questData = new QuestStatus { QId = questToFail.Id, StartTime = _timeUtil.GetTimeStamp(), StatusTimers = statusTimers, Status = QuestStatusEnum.Fail, } ; pmcData.Quests.Add(questData); } } } /** * Send a popup to player on successful completion of a quest * @param sessionID session id * @param pmcData Player profile * @param completedQuestId Completed quest id * @param questRewards Rewards given to player */ protected void SendSuccessDialogMessageOnQuestComplete( string sessionID, PmcData pmcData, string completedQuestId, List questRewards ) { var quest = GetQuestFromDb(completedQuestId, pmcData); _mailSendService.SendLocalisedNpcMessageToPlayer( sessionID, _traderHelper.GetTraderById(quest.TraderId).ToString(), MessageType.QUEST_SUCCESS, quest.SuccessMessageText, questRewards, _timeUtil.GetHoursAsSeconds((int)GetMailItemRedeemTimeHoursForProfile(pmcData)) ); } /** * Look for newly available quests after completing a quest with a requirement to wait x minutes (time-locked) before being available and add data to profile * @param pmcData Player profile to update * @param quests Quests to look for wait conditions in * @param completedQuestId Quest just completed */ protected void AddTimeLockedQuestsToProfile(PmcData pmcData, List quests, string completedQuestId) { // Iterate over quests, look for quests with right criteria foreach (var quest in quests) { // If quest has prereq of completed quest + availableAfter value > 0 (quest has wait time) var nextQuestWaitCondition = quest.Conditions?.AvailableForStart?.FirstOrDefault( x => ((x.Target?.List?.Contains(completedQuestId) ?? false) || (x.Target?.Item?.Contains(completedQuestId) ?? false)) && x.AvailableAfter > 0 ); // as we have to use the ListOrT type now, check both List and Item for the above checks if (nextQuestWaitCondition is not null) { // Now + wait time var availableAfterTimestamp = _timeUtil.GetTimeStamp() + nextQuestWaitCondition.AvailableAfter; // Update quest in profile with status of AvailableAfter var existingQuestInProfile = pmcData.Quests.FirstOrDefault(x => x.QId == quest.Id); if (existingQuestInProfile is not null) { existingQuestInProfile.AvailableAfter = availableAfterTimestamp; existingQuestInProfile.Status = QuestStatusEnum.AvailableAfter; existingQuestInProfile.StartTime = 0; existingQuestInProfile.StatusTimers = new Dictionary(); continue; } pmcData.Quests.Add( new QuestStatus { QId = quest.Id, StartTime = 0, Status = QuestStatusEnum.AvailableAfter, StatusTimers = new Dictionary { { QuestStatusEnum.AvailableAfter, _timeUtil.GetTimeStamp() } }, AvailableAfter = availableAfterTimestamp, } ); } } } /** * Remove a quest entirely from a profile * @param sessionId Player id * @param questIdToRemove Qid of quest to remove */ protected void RemoveQuestFromScavProfile(string sessionId, string questIdToRemove) { var fullProfile = _profileHelper.GetFullProfile(sessionId); var repeatableInScavProfile = fullProfile.CharacterData.ScavData.Quests?.FirstOrDefault(x => x.QId == questIdToRemove); if (repeatableInScavProfile is null) { _logger.Warning( _localisationService.GetText( "quest-unable_to_remove_scav_quest_from_profile", new { scavQuestId = questIdToRemove, profileId = sessionId } ) ); return; } fullProfile.CharacterData.ScavData.Quests.Remove(repeatableInScavProfile); } /** * Return quests that have different statuses * @param preQuestStatusus Quests before * @param postQuestStatuses Quests after * @returns QuestStatusChange array */ protected List GetQuestsWithDifferentStatuses( List preQuestStatuses, List postQuestStatuses ) { List result = []; foreach (var quest in postQuestStatuses) { // Add quest if status differs or quest not found var preQuest = preQuestStatuses.FirstOrDefault(x => x.QId == quest.QId); if (preQuest is null || preQuest.Status != quest.Status) { result.Add(quest); } } if (result.Count == 0) { return null; } return result; } /** * Does a provided quest have a level requirement equal to or below defined level * @param quest Quest to check * @param playerLevel level of player to test against quest * @returns true if quest can be seen/accepted by player of defined level */ protected bool PlayerLevelFulfillsQuestRequirement(Quest quest, double playerLevel) { if (quest.Conditions is null) { // No conditions return true; } var levelConditions = _questConditionHelper.GetLevelConditions(quest.Conditions.AvailableForStart); if (levelConditions is not null) { foreach (var levelCondition in levelConditions) { if (!DoesPlayerLevelFulfilCondition(playerLevel, levelCondition)) { // Not valid, exit out return false; } } } // All conditions passed / has no level requirement, valid return true; } }