using Core.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.Servers; using Core.Services; using Core.Utils; using Core.Utils.Cloners; using ILogger = Core.Models.Utils.ILogger; using Product = Core.Models.Eft.ItemEvent.Product; namespace Core.Helpers; [Injectable] public class QuestHelper { private readonly ILogger _logger; private readonly TimeUtil _timeUtil; private readonly DatabaseService _databaseService; private readonly QuestConditionHelper _questConditionHelper; private readonly ProfileHelper _profileHelper; private readonly LocalisationService _localisationService; private readonly LocaleService _localeService; private readonly ICloner _cloner; private readonly QuestConfig _questConfig; public QuestHelper( ILogger logger, TimeUtil timeUtil, DatabaseService databaseService, QuestConditionHelper questConditionHelper, ProfileHelper profileHelper, LocalisationService localisationService, LocaleService localeService, ConfigServer configServer, ICloner Cloner) { _logger = logger; _timeUtil = timeUtil; _databaseService = databaseService; _questConditionHelper = questConditionHelper; _profileHelper = profileHelper; _localisationService = localisationService; _localeService = localeService; _cloner = Cloner; _questConfig = configServer.GetConfig(ConfigTypes.QUEST); } /// /// 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") { 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; } } return true; } /// /// 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) { throw new System.NotImplementedException(); } /// /// 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) { throw new System.NotImplementedException(); } /// /// 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) { throw new System.NotImplementedException(); } /// /// 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) { throw new System.NotImplementedException(); } protected bool CompareAvailableForValues(int current, int 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, QuestStatus newState, AcceptQuestRequestData acceptedQuest ) { throw new NotImplementedException(); } /** * 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) { throw new NotImplementedException(); } /** * 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) { throw new NotImplementedException(); } /** * 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) { throw new NotImplementedException(); } /** * 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) { throw new NotImplementedException(); } /** * 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, double newStackSize, string sessionID, ItemEventRouterResponse output) { throw new NotImplementedException(); } /** * 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 Product{ 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) { throw new NotImplementedException(); } /** * 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) { throw new NotImplementedException(); } /// /// 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, QuestStatus newQuestState, string questId) { throw new NotImplementedException(); } /** * 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 ) { throw new NotImplementedException(); } /** * 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) { throw new NotImplementedException(); } /** * 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 int GetMailItemRedeemTimeHoursForProfile(PmcData pmcData) { throw new NotImplementedException(); } public ItemEventRouterResponse CompleteQuest( PmcData pmcData, CompleteQuestRequestData body, string sessionID ) { throw new NotImplementedException(); } /** * 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 = new List(); var profile = _profileHelper.GetPmcProfile(sessionID); 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 bool 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 prerequisiteQuest = profile.Quests.FirstOrDefault(profileQuest => (conditionToFulfil.Target as string[]).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 questsToShowPlayer; } /** * 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) { throw new NotImplementedException(); } /** * 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) { throw new NotImplementedException(); } /** * 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 ) { throw new NotImplementedException(); } /** * 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 ) { throw new NotImplementedException(); } /** * 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) { throw new NotImplementedException(); } /** * 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) { throw new NotImplementedException(); } /** * Return quests that have different statuses * @param preQuestStatusus Quests before * @param postQuestStatuses Quests after * @returns QuestStatusChange array */ protected List GetQuestsWithDifferentStatuses( List preQuestStatusus, List postQuestStatuses ) { throw new NotImplementedException(); } /** * 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; } }