Files
SPT-Server-Build/Core/Helpers/QuestHelper.cs
T
2025-01-08 23:32:58 +00:00

584 lines
20 KiB
C#

using Core.Models.Eft.Common;
using Core.Models.Eft.Common.Tables;
using Core.Models.Eft.Hideout;
using Core.Models.Eft.ItemEvent;
using Core.Models.Eft.Quests;
namespace Core.Helpers;
public class QuestHelper
{
/// <summary>
/// Get status of a quest in player profile by its id
/// </summary>
/// <param name="pmcData">Profile to search</param>
/// <param name="questId">Quest id to look up</param>
/// <returns>QuestStatus enum</returns>
public QuestStatus GetQuestStatus(PmcData pmcData, string questId)
{
throw new System.NotImplementedException();
}
/// <summary>
/// returns true if the level condition is satisfied
/// </summary>
/// <param name="playerLevel">Players level</param>
/// <param name="condition">Quest condition</param>
/// <returns>true if player level is greater than or equal to quest</returns>
public bool DoesPlayerLevelFulfilCondition(int playerLevel, QuestCondition condition)
{
throw new System.NotImplementedException();
}
/// <summary>
/// Get the quests found in both lists (inner join)
/// </summary>
/// <param name="before">List of quests #1</param>
/// <param name="after">List of quests #2</param>
/// <returns>Reduction of cartesian product between two quest lists</returns>
public List<Quest> GetDeltaQuests(List<Quest> before, List<Quest> after)
{
throw new System.NotImplementedException();
}
/// <summary>
/// Adjust skill experience for low skill levels, mimicking the official client
/// </summary>
/// <param name="profileSkill">the skill experience is being added to</param>
/// <param name="progressAmount">the amount of experience being added to the skill</param>
/// <returns>the adjusted skill progress gain</returns>
public int AdjustSkillExpForLowLevels(Common profileSkill, int progressAmount)
{
throw new System.NotImplementedException();
}
/// <summary>
/// Get quest name by quest id
/// </summary>
/// <param name="questId">id to get</param>
/// <returns></returns>
public string GetQuestNameFromLocale(string questId)
{
throw new System.NotImplementedException();
}
/// <summary>
/// Check if trader has sufficient loyalty to fulfill quest requirement
/// </summary>
/// <param name="questProperties">Quest props</param>
/// <param name="profile">Player profile</param>
/// <returns>true if loyalty is high enough to fulfill quest requirement</returns>
public bool TraderLoyaltyLevelRequirementCheck(QuestCondition questProperties, PmcData profile)
{
throw new System.NotImplementedException();
}
/// <summary>
/// Check if trader has sufficient standing to fulfill quest requirement
/// </summary>
/// <param name="questProperties">Quest props</param>
/// <param name="profile">Player profile</param>
/// <returns>true if standing is high enough to fulfill quest requirement</returns>
public bool TraderStandingRequirementCheck(QuestCondition questProperties, PmcData profile)
{
throw new System.NotImplementedException();
}
protected bool CompareAvailableForValues(int current, int required, string compareMethod)
{
throw new NotImplementedException();
}
/**
* Take reward item from quest and set FiR status + fix stack sizes + fix mod Ids
* @param questReward Reward item to fix
* @returns Fixed rewards
*/
protected List<Item> ProcessReward(QuestReward questReward)
{
throw new NotImplementedException();
}
/**
* Add missing mod items to a quest armor reward
* @param originalRewardRootItem Original armor reward item from QuestReward.items object
* @param questReward Armor reward from quest
*/
protected void GenerateArmorRewardChildSlots(Item originalRewardRootItem, QuestReward questReward)
{
throw new NotImplementedException();
}
/**
* Gets a flat list of reward items for the given quest at a specific state for the specified game version (e.g. Fail/Success)
* @param quest quest to get rewards for
* @param status Quest status that holds the items (Started, Success, Fail)
* @returns List of items with the correct maxStack
*/
public List<Item> GetQuestRewardItems(Quest quest, QuestStatus status, string gameVersion)
{
throw new NotImplementedException();
}
/**
* 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<Quest> 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)
{
throw new NotImplementedException();
}
/**
* 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)
{
throw new NotImplementedException();
}
/**
* 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<Quest> FailedUnlocked(string failedQuestId, string sessionId)
{
throw new NotImplementedException();
}
/**
* Adjust quest money rewards by passed in multiplier
* @param quest Quest to multiple money rewards
* @param bonusPercent Percent to adjust money rewards by
* @param questStatus Status of quest to apply money boost to rewards of
* @returns Updated quest
*/
public Quest ApplyMoneyBoost(Quest quest, double bonusPercent, QuestStatus questStatus)
{
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)
{
throw new NotImplementedException();
}
/**
* Get quests, strip all requirement conditions except level
* @param quests quests to process
* @returns quest list without conditions
*/
protected List<Quest> GetQuestsWithOnlyLevelRequirementStartCondition(List<Quest> quests)
{
throw new NotImplementedException();
}
/**
* Remove all quest conditions except for level requirement
* @param quest quest to clean
* @returns reset Quest object
*/
public Quest GetQuestWithOnlyLevelRequirementStartCondition(Quest quest)
{
throw new NotImplementedException();
}
/**
* 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<Quest> GetQuestsFromDb()
{
throw new NotImplementedException();
}
/**
* 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 Quest object
*/
public Quest GetQuestFromDb(string questId, PmcData pmcData)
{
throw new NotImplementedException();
}
/// <summary>
/// Get a quests startedMessageText key from db, if no startedMessageText key found, use description key instead
/// </summary>
/// <param name="startedMessageTextId">startedMessageText property from Quest</param>
/// <param name="questDescriptionId">description property from Quest</param>
/// <returns>message id</returns>
public string GetMessageIdForQuestStart(string startedMessageTextId, string questDescriptionId)
{
throw new NotImplementedException();
}
/// <summary>
/// Get the locale Id from locale db for a quest message
/// </summary>
/// <param name="questMessageId">Quest message id to look up</param>
/// <returns>Locale Id from locale db</returns>
public string GetQuestLocaleIdFromDb(string questMessageId)
{
throw new NotImplementedException();
}
/// <summary>
/// Alter a quests state + Add a record to its status timers object
/// </summary>
/// <param name="pmcData">Profile to update</param>
/// <param name="newQuestState">New state the quest should be in</param>
/// <param name="questId">Id of the quest to alter the status of</param>
public void UpdateQuestState(PmcData pmcData, QuestStatus newQuestState, string questId)
{
throw new NotImplementedException();
}
/// <summary>
/// Resets a quests values back to its chosen state
/// </summary>
/// <param name="pmcData">Profile to update</param>
/// <param name="newQuestState">New state the quest should be in</param>
/// <param name="questId">Id of the quest to alter the status of</param>
public void ResetQuestState(PmcData pmcData, QuestStatus newQuestState, string questId)
{
throw new NotImplementedException();
}
/// <summary>
/// Give player quest rewards - Skills/exp/trader standing/items/assort unlocks - Returns reward items player earned
/// </summary>
/// <param name="profileData">Player profile (scav or pmc)</param>
/// <param name="questId">questId of quest to get rewards for</param>
/// <param name="state">State of the quest to get rewards for</param>
/// <param name="sessionId">Session id</param>
/// <param name="questResponse">Response to send back to client</param>
/// <returns>Array of reward objects</returns>
public Item[] ApplyQuestReward(PmcData profileData, string questId, QuestStatus state, string sessionId, ItemEventRouterResponse questResponse)
{
throw new NotImplementedException();
}
/// <summary>
/// Does the provided quest reward have a game version requirement to be given and does it match
/// </summary>
/// <param name="reward">Reward to check</param>
/// <param name="gameVersion">Version of game to check reward against</param>
/// <returns>True if it has requirement, false if it doesnt pass check</returns>
protected bool QuestRewardIsForGameEdition(QuestReward reward, string gameVersion)
{
throw new NotImplementedException();
}
/// <summary>
/// WIP - Find hideout craft id and add to unlockedProductionRecipe array in player profile
/// also update client response recipeUnlocked array with craft id
/// </summary>
/// <param name="pmcData">Player profile</param>
/// <param name="craftUnlockReward">Reward item from quest with craft unlock details</param>
/// <param name="questDetails">Quest with craft unlock reward</param>
/// <param name="sessionID">Session id</param>
/// <param name="response">Response to send back to client</param>
protected void FindAndAddHideoutProductionIdToProfile(PmcData pmcData, QuestReward craftUnlockReward, Quest questDetails, string sessionID,
ItemEventRouterResponse response)
{
throw new NotImplementedException();
}
/// <summary>
/// Find hideout craft for the specified quest reward
/// </summary>
/// <param name="craftUnlockReward">Reward item from quest with craft unlock details</param>
/// <param name="questDetails">Quest with craft unlock reward</param>
/// <returns>Hideout craft</returns>
public List<HideoutProduction> GetRewardProductionMatch(QuestReward craftUnlockReward, Quest questDetails)
{
throw new NotImplementedException();
}
/// <summary>
/// Get players money reward bonus from profile
/// </summary>
/// <param name="pmcData">player profile</param>
/// <returns>bonus as a percent</returns>
protected double GetQuestMoneyRewardBonusMultiplier(PmcData pmcData)
{
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<string, string> GetFindItemConditionByQuestItem(
string itemTpl,
string[] questIds,
List<Quest> 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
*/
public void AddAllQuestsToProfile(PmcData pmcProfile, List<QuestStatus> statuses)
{
throw new NotImplementedException();
}
public void FindAndRemoveQuestFromArrayIfExists(string questId, List<QuestStatus> quests)
{
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
*/
public List<Quest> 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<Quest> GetClientQuests(string sessionID)
{
throw new NotImplementedException();
}
/**
* 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<Quest> UpdateQuestsForGameEdition(List<Quest> 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<Quest> 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<Quest> 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<Item> 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<Quest> 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<QuestStatus> GetQuestsWithDifferentStatuses(
List<QuestStatus> preQuestStatusus,
List<QuestStatus> 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, int playerLevel)
{
throw new NotImplementedException();
}
}