1536 lines
60 KiB
C#
1536 lines
60 KiB
C#
using System.Collections.Frozen;
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using System.Globalization;
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using SPTarkov.DI.Annotations;
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using SPTarkov.Server.Core.Extensions;
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using SPTarkov.Server.Core.Models.Common;
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using SPTarkov.Server.Core.Models.Eft.Common;
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using SPTarkov.Server.Core.Models.Eft.Common.Tables;
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using SPTarkov.Server.Core.Models.Eft.ItemEvent;
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using SPTarkov.Server.Core.Models.Eft.Quests;
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using SPTarkov.Server.Core.Models.Eft.Trade;
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using SPTarkov.Server.Core.Models.Enums;
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using SPTarkov.Server.Core.Models.Spt.Config;
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using SPTarkov.Server.Core.Models.Utils;
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using SPTarkov.Server.Core.Routers;
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using SPTarkov.Server.Core.Servers;
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using SPTarkov.Server.Core.Services;
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using SPTarkov.Server.Core.Utils;
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using SPTarkov.Server.Core.Utils.Cloners;
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using LogLevel = SPTarkov.Server.Core.Models.Spt.Logging.LogLevel;
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namespace SPTarkov.Server.Core.Helpers;
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[Injectable(InjectionType.Singleton)]
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public class QuestHelper(
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ISptLogger<QuestHelper> logger,
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TimeUtil timeUtil,
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DatabaseService databaseService,
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EventOutputHolder eventOutputHolder,
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LocaleService localeService,
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ProfileHelper profileHelper,
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QuestRewardHelper questRewardHelper,
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RewardHelper rewardHelper,
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ServerLocalisationService serverLocalisationService,
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SeasonalEventService seasonalEventService,
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MailSendService mailSendService,
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ConfigServer configServer,
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ICloner cloner
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)
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{
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protected readonly FrozenSet<QuestStatusEnum> StartedOrAvailToFinish = [QuestStatusEnum.Started, QuestStatusEnum.AvailableForFinish];
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protected readonly QuestConfig QuestConfig = configServer.GetConfig<QuestConfig>();
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private Dictionary<MongoId, List<QuestCondition>>? _sellToTraderQuestConditionCache;
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/// <summary>
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/// List of <see cref="Quest"/> conditions that require trader sales be tracked and incremented, keyed by <see cref="Quest.Id"/>
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/// We need to keep track of quests with `SellItemToTrader` finish conditions to avoid expensive lookups during trading.
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/// </summary>
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protected virtual Dictionary<MongoId, List<QuestCondition>> SellToTraderQuestConditionCache
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{
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get { return _sellToTraderQuestConditionCache ??= GetSellToTraderQuests(GetQuestsFromDb()); }
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}
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/// <summary>
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/// returns true if the level condition is satisfied
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/// </summary>
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/// <param name="playerLevel">Players level</param>
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/// <param name="condition">Quest condition</param>
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/// <returns>true if player level is greater than or equal to quest</returns>
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public bool DoesPlayerLevelFulfilCondition(double playerLevel, QuestCondition condition)
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{
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if (condition.ConditionType != "Level")
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{
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return true;
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}
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var conditionValue = double.Parse(condition.Value.ToString(), CultureInfo.InvariantCulture);
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switch (condition.CompareMethod)
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{
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case ">=":
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return playerLevel >= conditionValue;
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case ">":
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return playerLevel > conditionValue;
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case "<":
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return playerLevel < conditionValue;
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case "<=":
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return playerLevel <= conditionValue;
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case "=":
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return playerLevel == conditionValue;
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default:
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logger.Error(serverLocalisationService.GetText("quest-unable_to_find_compare_condition", condition.CompareMethod));
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return false;
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}
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}
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/// <summary>
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/// Get new quests in `after` that are not in `before`
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/// </summary>
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/// <param name="before">List of quests #1</param>
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/// <param name="after">List of quests #2</param>
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/// <returns>quests not in before</returns>
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public IEnumerable<Quest> GetDeltaQuests(IEnumerable<Quest> before, IEnumerable<Quest> after)
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{
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// Nothing to compare against, return after
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if (!before.Any())
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{
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return after;
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}
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// Get quests from before as a hashset for fast lookups
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var beforeQuests = before.Select(quest => quest.Id).ToHashSet();
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// Return quests found in after but not before
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return after.Where(quest => !beforeQuests.Contains(quest.Id));
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}
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/// <summary>
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/// Adjust skill experience for low skill levels, mimicking the official client
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/// </summary>
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/// <param name="profileSkill">the skill experience is being added to</param>
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/// <param name="progressAmount">the amount of experience being added to the skill</param>
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/// <returns>the adjusted skill progress gain</returns>
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public int AdjustSkillExpForLowLevels(CommonSkill profileSkill, int progressAmount)
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{
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// TODO: what used this? can't find any uses in node
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var currentLevel = Math.Floor((double)(profileSkill.Progress / 100));
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// Only run this if the current level is under 9
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if (currentLevel >= 9)
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{
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return progressAmount;
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}
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// This calculates how much progress we have in the skill's starting level
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var startingLevelProgress = profileSkill.Progress % 100 * ((currentLevel + 1) / 10);
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// The code below assumes a 1/10th progress skill amount
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var remainingProgress = progressAmount / 10;
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// We have to do this loop to handle edge cases where the provided XP bumps your level up
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// See "CalculateExpOnFirstLevels" in client for original logic
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var adjustedSkillProgress = 0;
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while (remainingProgress > 0 && currentLevel < 9)
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{
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// Calculate how much progress to add, limiting it to the current level max progress
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var currentLevelRemainingProgress = (currentLevel + 1) * 10 - startingLevelProgress;
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if (logger.IsLogEnabled(LogLevel.Debug))
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{
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logger.Debug($"currentLevelRemainingProgress: {currentLevelRemainingProgress}");
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}
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var progressToAdd = Math.Min(remainingProgress, currentLevelRemainingProgress);
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var adjustedProgressToAdd = 10 / (currentLevel + 1) * progressToAdd;
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if (logger.IsLogEnabled(LogLevel.Debug))
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{
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logger.Debug($"Progress To Add: {progressToAdd} Adjusted for level: {adjustedProgressToAdd}");
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}
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// Add the progress amount adjusted by level
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adjustedSkillProgress += (int)adjustedProgressToAdd;
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remainingProgress -= (int)progressToAdd;
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startingLevelProgress = 0;
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currentLevel++;
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}
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// If there's any remaining progress, add it. This handles if you go from level 8 -> 9
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if (remainingProgress > 0)
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{
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adjustedSkillProgress += remainingProgress;
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}
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return adjustedSkillProgress;
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}
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/// <summary>
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/// Get quest name by quest id
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/// </summary>
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/// <param name="questId">id to get</param>
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/// <returns></returns>
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public string GetQuestNameFromLocale(string questId)
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{
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var questNameKey = $"{questId} name";
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return localeService.GetLocaleDb().GetValueOrDefault(questNameKey, "UNKNOWN");
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}
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/// <summary>
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/// Check if trader has sufficient loyalty to fulfill quest requirement
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/// </summary>
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/// <param name="questProperties">Quest props</param>
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/// <param name="profile">Player profile</param>
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/// <returns>true if loyalty is high enough to fulfill quest requirement</returns>
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public bool TraderLoyaltyLevelRequirementCheck(QuestCondition questProperties, PmcData profile)
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{
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if (
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!profile.TradersInfo.TryGetValue(
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questProperties.Target.IsItem ? questProperties.Target.Item : questProperties.Target.List.FirstOrDefault(),
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out var trader
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)
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)
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{
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logger.Error(serverLocalisationService.GetText("quest-unable_to_find_trader_in_profile", questProperties.Target));
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}
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return CompareAvailableForValues(trader.LoyaltyLevel.Value, questProperties.Value.Value, questProperties.CompareMethod);
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}
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/// <summary>
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/// Check if trader has sufficient standing to fulfill quest requirement
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/// </summary>
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/// <param name="questProperties">Quest props</param>
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/// <param name="profile">Player profile</param>
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/// <returns>true if standing is high enough to fulfill quest requirement</returns>
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public bool TraderStandingRequirementCheck(QuestCondition questProperties, PmcData profile)
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{
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var requiredLoyaltyLevel = int.Parse(questProperties.Value.ToString());
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if (
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!profile.TradersInfo.TryGetValue(
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questProperties.Target.IsItem ? questProperties.Target.Item : questProperties.Target.List.FirstOrDefault(),
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out var trader
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)
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)
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{
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logger.Error(serverLocalisationService.GetText("quest-unable_to_find_trader_in_profile", questProperties.Target));
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}
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return CompareAvailableForValues(trader.Standing ?? 1, requiredLoyaltyLevel, questProperties.CompareMethod);
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}
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/// <summary>
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/// Helper to map symbols to actions
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/// </summary>
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/// <param name="current">First value</param>
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/// <param name="required">Second value</param>
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/// <param name="compareMethod">Symbol to compare two values with e.g. ">="</param>
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/// <returns>Outcome of comparison</returns>
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protected bool CompareAvailableForValues(double current, double required, string compareMethod)
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{
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switch (compareMethod)
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{
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case ">=":
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return current >= required;
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case ">":
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return current > required;
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case "<=":
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return current <= required;
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case "<":
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return current < required;
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case "!=":
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return current != required;
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case "==":
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return current == required;
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default:
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logger.Error(serverLocalisationService.GetText("quest-compare_operator_unhandled", compareMethod));
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return false;
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}
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}
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/// <summary>
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/// Look up quest in db by accepted quest id and construct a profile-ready object ready to store in profile
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/// </summary>
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/// <param name="pmcData">Player profile</param>
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/// <param name="newState">State the new quest should be in when returned</param>
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/// <param name="acceptedQuest">Details of accepted quest from client</param>
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/// <returns>quest status object for storage in profile</returns>
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public QuestStatus GetQuestReadyForProfile(PmcData pmcData, QuestStatusEnum newState, AcceptQuestRequestData acceptedQuest)
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{
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var currentTimestamp = timeUtil.GetTimeStamp();
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var existingQuest = pmcData.Quests.FirstOrDefault(q => q.QId == acceptedQuest.QuestId);
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if (existingQuest is not null)
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{
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// Quest exists, update what's there
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existingQuest.StartTime = currentTimestamp;
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existingQuest.Status = newState;
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existingQuest.StatusTimers[newState] = currentTimestamp;
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existingQuest.CompletedConditions = [];
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if (existingQuest.AvailableAfter is not null)
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{
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existingQuest.AvailableAfter = null;
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}
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return existingQuest;
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}
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// Quest doesn't exist, add it
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var newQuest = new QuestStatus
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{
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QId = acceptedQuest.QuestId,
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StartTime = currentTimestamp,
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Status = newState,
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StatusTimers = new Dictionary<QuestStatusEnum, double>(),
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};
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// Check if quest has a prereq to be placed in a 'pending' state, otherwise set status timers value
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var questDbData = GetQuestFromDb(acceptedQuest.QuestId, pmcData);
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if (questDbData is null)
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{
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logger.Error(
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serverLocalisationService.GetText(
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"quest-unable_to_find_quest_in_db",
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new { questId = acceptedQuest.QuestId, questType = acceptedQuest.Type }
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)
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);
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}
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var waitTime = questDbData?.Conditions.AvailableForStart.FirstOrDefault(x => x.AvailableAfter > 0);
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if (waitTime is not null && acceptedQuest.Type != "repeatable")
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{
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// Quest should be put into 'pending' state
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newQuest.StartTime = 0;
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newQuest.Status = QuestStatusEnum.AvailableAfter; // 9
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newQuest.AvailableAfter = currentTimestamp + waitTime.AvailableAfter;
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}
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else
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{
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newQuest.StatusTimers[newState] = currentTimestamp;
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newQuest.CompletedConditions = [];
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}
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return newQuest;
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}
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/// <summary>
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/// Get quests that can be shown to player after starting a quest
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/// </summary>
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/// <param name="startedQuestId">Quest started by player</param>
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/// <param name="sessionID">Session/Player id</param>
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/// <returns>Quests accessible to player including newly unlocked quests now quest (startedQuestId) was started</returns>
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public List<Quest> GetNewlyAccessibleQuestsWhenStartingQuest(MongoId startedQuestId, MongoId sessionID)
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{
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// Get quest acceptance data from profile
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var profile = profileHelper.GetPmcProfile(sessionID);
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var startedQuestInProfile = profile.Quests.FirstOrDefault(profileQuest => profileQuest.QId == startedQuestId);
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// Get quests that
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var eligibleQuests = GetQuestsFromDb()
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.Where(quest =>
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{
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// Quest is accessible to player when the accepted quest passed into param is started
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// e.g. Quest A passed in, quest B is looped over and has requirement of A to be started, include it
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var matchingQuestCondition = quest.Conditions.AvailableForStart.FirstOrDefault(condition =>
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condition.ConditionType == "Quest"
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&& (
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(condition.Target?.Item?.Contains(startedQuestId) ?? false)
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|| (condition.Target?.List?.Contains(startedQuestId) ?? false)
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)
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&& (condition.Status?.Contains(QuestStatusEnum.Started) ?? false)
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);
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// Has a matching quest condition in another quest (Accepting this quest gives access to found quest too) check if it also has a level requirement that passes
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if (matchingQuestCondition is not null)
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{
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var matchingLevelRequirement = quest.Conditions.AvailableForStart.FirstOrDefault(condition =>
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condition.ConditionType == "Level"
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);
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if (matchingLevelRequirement is not null && profile.Info.Level < matchingLevelRequirement.Value)
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{
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// Player doesn't fulfil level requirement for quest, don't show it to player
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return false;
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}
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}
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// Not found, skip quest
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if (matchingQuestCondition is null)
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{
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return false;
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}
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// Skip locked event quests
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if (!ShowEventQuestToPlayer(quest.Id))
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{
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return false;
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}
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// Skip quest if it's flagged as for other side
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if (QuestIsForOtherSide(profile.Info.Side, quest.Id))
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{
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return false;
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}
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if (QuestIsProfileBlacklisted(profile.Info.GameVersion, quest.Id))
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{
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return false;
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}
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if (QuestIsProfileWhitelisted(profile.Info.GameVersion, quest.Id))
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{
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return false;
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}
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var standingRequirements = quest.Conditions.AvailableForStart.GetStandingConditions();
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foreach (var condition in standingRequirements)
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{
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if (!TraderStandingRequirementCheck(condition, profile))
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{
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return false;
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}
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}
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var loyaltyRequirements = quest.Conditions.AvailableForStart.GetLoyaltyConditions();
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foreach (var condition in loyaltyRequirements)
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{
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if (!TraderLoyaltyLevelRequirementCheck(condition, profile))
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{
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return false;
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}
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}
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// Include if quest found in profile and is started or ready to hand in
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return startedQuestInProfile is not null && StartedOrAvailToFinish.Contains(startedQuestInProfile.Status);
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});
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return GetQuestsWithOnlyLevelRequirementStartCondition(eligibleQuests).ToList();
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}
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/// <summary>
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/// Should a seasonal/event quest be shown to the player
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/// </summary>
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/// <param name="questId">Quest to check</param>
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/// <returns>true = show to player</returns>
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public bool ShowEventQuestToPlayer(MongoId questId)
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{
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var isChristmasEventActive = seasonalEventService.ChristmasEventEnabled();
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var isHalloweenEventActive = seasonalEventService.HalloweenEventEnabled();
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// Not christmas + quest is for christmas
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if (!isChristmasEventActive && seasonalEventService.IsQuestRelatedToEvent(questId, SeasonalEventType.Christmas))
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{
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return false;
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}
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// Not halloween + quest is for halloween
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if (!isHalloweenEventActive && seasonalEventService.IsQuestRelatedToEvent(questId, SeasonalEventType.Halloween))
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{
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return false;
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}
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// Should non-season event quests be shown to player
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if (!QuestConfig.ShowNonSeasonalEventQuests && seasonalEventService.IsQuestRelatedToEvent(questId, SeasonalEventType.None))
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// Is the quest for the opposite side the player is on
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/// </summary>
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/// <param name="playerSide">Player side (usec/bear)</param>
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/// <param name="questId">QuestId to check</param>
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/// <returns>true = quest isn't for player</returns>
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public bool QuestIsForOtherSide(string playerSide, MongoId questId)
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{
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var isUsec = string.Equals(playerSide, "usec", StringComparison.OrdinalIgnoreCase);
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if (isUsec && QuestConfig.BearOnlyQuests.Contains(questId))
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// Player is usec and quest is bear only, skip
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{
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return true;
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}
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if (!isUsec && QuestConfig.UsecOnlyQuests.Contains(questId))
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// Player is bear and quest is usec only, skip
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{
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return true;
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}
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// player is bear + quest is usec OR player is usec + quest is bear
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return false;
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}
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/// <summary>
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/// Is the provided quest prevented from being viewed by the provided game version
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/// (Inclusive filter)
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/// </summary>
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/// <param name="gameVersion">Game version to check against</param>
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/// <param name="questId">Quest id to check</param>
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/// <returns>True = Quest should not be visible to game version</returns>
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protected bool QuestIsProfileBlacklisted(string gameVersion, MongoId questId)
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{
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var questBlacklist = QuestConfig.ProfileBlacklist.GetValueOrDefault(gameVersion);
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if (questBlacklist is null)
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{
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// Not blacklisted
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return false;
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}
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return questBlacklist.Contains(questId);
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}
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|
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/// <summary>
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/// Is the provided quest able to be seen by the provided game version
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/// (Exclusive filter)
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/// </summary>
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/// <param name="gameVersion">Game version to check against</param>
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/// <param name="questId">Quest id to check</param>
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/// <returns>True = Quest should be visible to game version</returns>
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protected bool QuestIsProfileWhitelisted(string gameVersion, MongoId questId)
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{
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var questBlacklist = QuestConfig.ProfileBlacklist.GetValueOrDefault(gameVersion);
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if (questBlacklist is null)
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// Not blacklisted
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{
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return false;
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}
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return questBlacklist.Contains(questId);
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}
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|
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/// <summary>
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/// Get quests that can be shown to player after failing a quest
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|
/// </summary>
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|
/// <param name="failedQuestId">Id of the quest failed by player</param>
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|
/// <param name="sessionId">Session/Player id</param>
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/// <returns>List of Quest</returns>
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|
public List<Quest> FailedUnlocked(MongoId failedQuestId, MongoId sessionId)
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{
|
|
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.First() == 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).ToList();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the item stack to new value, or delete the item if value is less than or equal 0
|
|
/// </summary>
|
|
/// <param name="pmcData">Profile</param>
|
|
/// <param name="itemId">Id of item to adjust stack size of</param>
|
|
/// <param name="newStackSize">Stack size to adjust to</param>
|
|
/// <param name="sessionID">Session id</param>
|
|
/// <param name="output">ItemEvent router response</param>
|
|
public void ChangeItemStack(PmcData pmcData, MongoId itemId, int newStackSize, MongoId sessionID, ItemEventRouterResponse output)
|
|
{
|
|
//TODO: maybe merge this function and the one from customization
|
|
var inventoryItemIndex = pmcData.Inventory.Items.FindIndex(item => item.Id == itemId);
|
|
if (inventoryItemIndex < 0)
|
|
{
|
|
logger.Error(serverLocalisationService.GetText("quest-item_not_found_in_inventory", itemId));
|
|
|
|
return;
|
|
}
|
|
|
|
if (newStackSize > 0)
|
|
{
|
|
var item = pmcData.Inventory.Items[inventoryItemIndex];
|
|
item.AddUpd();
|
|
|
|
item.Upd.StackObjectsCount = newStackSize;
|
|
|
|
output.AddItemStackSizeChangeIntoEventResponse(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 DeletedItem { Id = itemId });
|
|
pmcData.Inventory.Items.RemoveAt(inventoryItemIndex);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get quests, strip all requirement conditions except level
|
|
/// </summary>
|
|
/// <param name="quests">quests to process</param>
|
|
/// <returns>quest list without conditions</returns>
|
|
protected IEnumerable<Quest> GetQuestsWithOnlyLevelRequirementStartCondition(IEnumerable<Quest> quests)
|
|
{
|
|
return quests.Select(RemoveQuestConditionsExceptLevel);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove all quest conditions except for level requirement
|
|
/// </summary>
|
|
/// <param name="quest">quest to clean</param>
|
|
/// <returns>Quest</returns>
|
|
public Quest RemoveQuestConditionsExceptLevel(Quest quest)
|
|
{
|
|
var updatedQuest = cloner.Clone(quest);
|
|
updatedQuest.Conditions.AvailableForStart = updatedQuest
|
|
.Conditions.AvailableForStart.Where(q => q.ConditionType == "Level")
|
|
.ToList();
|
|
|
|
return updatedQuest;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get all quests with finish condition `SellItemToTrader`.
|
|
/// The first time this method is called it will cache the conditions by quest id in <see cref="SellToTraderQuestConditionCache"/>` and return that thereafter.
|
|
/// </summary>
|
|
/// <param name="quests">Quests to process</param>
|
|
/// <returns>List of quests with `SellItemToTrader` finish condition(s)</returns>
|
|
protected Dictionary<MongoId, List<QuestCondition>> GetSellToTraderQuests(IEnumerable<Quest> quests)
|
|
{
|
|
// Create cache
|
|
var result = new Dictionary<MongoId, List<QuestCondition>>();
|
|
foreach (var quest in quests)
|
|
{
|
|
foreach (var cond in quest.Conditions.AvailableForFinish)
|
|
{
|
|
if (cond.ConditionType != "SellItemToTrader")
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!result.TryGetValue(quest.Id, out var questConditions))
|
|
{
|
|
questConditions ??= [];
|
|
questConditions.Add(cond);
|
|
|
|
result.Add(quest.Id, questConditions);
|
|
continue;
|
|
}
|
|
|
|
questConditions.Add(cond);
|
|
}
|
|
}
|
|
|
|
if (logger.IsLogEnabled(LogLevel.Debug))
|
|
{
|
|
logger.Debug($"GetSellToTraderQuests found: {result.Count} quests");
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get all active condition counters for `SellItemToTrader` conditions
|
|
/// </summary>
|
|
/// <param name="pmcData">Profile to check</param>
|
|
/// <returns>List of active TaskConditionCounters</returns>
|
|
protected List<TaskConditionCounter>? GetActiveSellToTraderConditionCounters(PmcData pmcData)
|
|
{
|
|
return pmcData
|
|
.TaskConditionCounters?.Values.Where(condition =>
|
|
SellToTraderQuestConditionCache.ContainsKey(condition.SourceId.Value) && condition.Type == "SellItemToTrader"
|
|
)
|
|
.ToList();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Look over all active conditions and increment them as needed
|
|
/// </summary>
|
|
/// <param name="profileWithItemsToSell">profile selling the items</param>
|
|
/// <param name="profileToReceiveMoney">profile to receive the money</param>
|
|
/// <param name="sellRequest">request with items to sell</param>
|
|
public void IncrementSoldToTraderCounters(
|
|
PmcData profileWithItemsToSell,
|
|
PmcData profileToReceiveMoney,
|
|
ProcessSellTradeRequestData sellRequest
|
|
)
|
|
{
|
|
var activeConditionCounters = GetActiveSellToTraderConditionCounters(profileToReceiveMoney);
|
|
|
|
// No active conditions, exit
|
|
if (activeConditionCounters is null || activeConditionCounters.Count == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var counter in activeConditionCounters)
|
|
{
|
|
// Condition is in profile, but quest doesn't exist in database
|
|
if (!SellToTraderQuestConditionCache.TryGetValue(counter.SourceId.Value, out var conditions))
|
|
{
|
|
logger.Error(serverLocalisationService.GetText("quest_unable_to_find_quest_in_db_no_type", counter.SourceId));
|
|
continue;
|
|
}
|
|
|
|
foreach (var condition in conditions)
|
|
{
|
|
IncrementSoldToTraderCounter(profileWithItemsToSell, counter, condition, sellRequest);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Increment an individual condition counter
|
|
/// </summary>
|
|
/// <param name="profileWithItemsToSell">Profile selling the items</param>
|
|
/// <param name="taskCounter">condition counter to increment</param>
|
|
/// <param name="questCondition">quest condtion to check for valid items on</param>
|
|
/// <param name="sellRequest">sell request of items sold</param>
|
|
protected void IncrementSoldToTraderCounter(
|
|
PmcData profileWithItemsToSell,
|
|
TaskConditionCounter taskCounter,
|
|
QuestCondition questCondition,
|
|
ProcessSellTradeRequestData sellRequest
|
|
)
|
|
{
|
|
var itemsTplsThatIncrement = questCondition.Target;
|
|
foreach (var itemSoldToTrader in sellRequest.Items)
|
|
{
|
|
// Get sold items' details from profile
|
|
var itemDetails = profileWithItemsToSell.Inventory?.Items?.FirstOrDefault(inventoryItem =>
|
|
inventoryItem.Id == itemSoldToTrader.Id
|
|
);
|
|
if (itemDetails is null)
|
|
{
|
|
logger.Error(
|
|
serverLocalisationService.GetText("trader-unable_to_find_inventory_item_for_selltotrader_counter", taskCounter.SourceId)
|
|
);
|
|
|
|
continue;
|
|
}
|
|
|
|
// Is sold item on the increment list
|
|
if (itemsTplsThatIncrement.List.Contains(itemDetails.Template))
|
|
{
|
|
taskCounter.Value += itemSoldToTrader.Count;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fail a quest in a player profile
|
|
/// </summary>
|
|
/// <param name="pmcData">Player profile</param>
|
|
/// <param name="failRequest">Fail quest request data</param>
|
|
/// <param name="sessionID">Player/Session id</param>
|
|
/// <param name="output">Client output</param>
|
|
public void FailQuest(PmcData pmcData, FailQuestRequestData failRequest, MongoId sessionID, ItemEventRouterResponse? output = null)
|
|
{
|
|
// Prepare response to send back to client
|
|
var updatedOutput = output ?? 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().Any())
|
|
{
|
|
mailSendService.SendLocalisedNpcMessageToPlayer(
|
|
sessionID,
|
|
quest?.TraderId ?? matchingRepeatableQuest?.TraderId,
|
|
MessageType.QuestFail,
|
|
quest.FailMessageText,
|
|
questRewards.ToList(),
|
|
timeUtil.GetHoursAsSeconds((int)GetMailItemRedeemTimeHoursForProfile(pmcData))
|
|
);
|
|
}
|
|
}
|
|
|
|
updatedOutput.ProfileChanges[sessionID].Quests.AddRange(FailedUnlocked(failRequest.QuestId, sessionID));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get collection of All Quests from db
|
|
/// </summary>
|
|
/// <remarks>NOT CLONED</remarks>
|
|
/// <returns>List of Quest objects</returns>
|
|
public List<Quest> GetQuestsFromDb()
|
|
{
|
|
return databaseService.GetQuests().Values.ToList();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get quest by id from database (repeatables are stored in profile, check there if questId not found)
|
|
/// </summary>
|
|
/// <param name="questId">Id of quest to find</param>
|
|
/// <param name="pmcData">Player profile</param>
|
|
/// <returns>Found quest</returns>
|
|
public Quest? GetQuestFromDb(MongoId 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);
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
// Blank or is a guid, use description instead
|
|
var startedMessageText = GetQuestLocaleIdFromDb(startedMessageTextId);
|
|
if (
|
|
startedMessageText is null
|
|
|| startedMessageText.Trim() == ""
|
|
|| string.Equals(startedMessageText, "test", StringComparison.OrdinalIgnoreCase)
|
|
|| startedMessageText.Length == 24
|
|
)
|
|
{
|
|
return questDescriptionId;
|
|
}
|
|
|
|
return startedMessageTextId;
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
var locale = localeService.GetLocaleDb();
|
|
return locale.GetValueOrDefault(questMessageId, null);
|
|
}
|
|
|
|
/// <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>
|
|
protected void UpdateQuestState(PmcData pmcData, QuestStatusEnum newQuestState, MongoId 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();
|
|
}
|
|
}
|
|
|
|
/// <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, QuestStatusEnum newQuestState, MongoId 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 = [];
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find quest with 'findItem' condition that needs the item tpl be handed in
|
|
/// </summary>
|
|
/// <param name="itemTpl">item tpl to look for</param>
|
|
/// <param name="questIds">Quests to search through for the findItem condition</param>
|
|
/// <param name="allQuests">All quests to check</param>
|
|
/// <returns>quest id with 'FindItem' condition id</returns>
|
|
public Dictionary<string, string> GetFindItemConditionByQuestItem(MongoId itemTpl, MongoId[] questIds, List<Quest> allQuests)
|
|
{
|
|
Dictionary<string, string> result = new();
|
|
foreach (var questId in questIds)
|
|
{
|
|
var questInDb = allQuests.FirstOrDefault(x => x.Id == questId);
|
|
if (questInDb is null)
|
|
{
|
|
if (logger.IsLogEnabled(LogLevel.Debug))
|
|
{
|
|
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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add all quests to a profile with the provided statuses
|
|
/// </summary>
|
|
/// <param name="pmcProfile">profile to update</param>
|
|
/// <param name="statuses">statuses quests should have added to profile</param>
|
|
public void AddAllQuestsToProfile(PmcData pmcProfile, IEnumerable<QuestStatusEnum> 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<QuestStatusEnum, double>();
|
|
foreach (var status in statuses)
|
|
{
|
|
statusesDict.Add(status, timeUtil.GetTimeStamp());
|
|
}
|
|
|
|
var questRecordToAdd = new QuestStatus
|
|
{
|
|
QId = key,
|
|
StartTime = timeUtil.GetTimeStamp(),
|
|
Status = statuses.Last(), // 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find and remove the provided quest id from the provided collection of quests
|
|
/// </summary>
|
|
/// <param name="questId">Id of quest to remove</param>
|
|
/// <param name="quests">Collection of quests to remove id from</param>
|
|
public void FindAndRemoveQuestFromArrayIfExists(MongoId questId, List<QuestStatus> quests)
|
|
{
|
|
quests.RemoveAll(quest => quest.QId == questId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return a list of quests that would fail when supplied quest is completed
|
|
/// </summary>
|
|
/// <param name="completedQuestId">quest completed id</param>
|
|
/// <returns>Collection of Quest objects</returns>
|
|
public List<Quest> GetQuestsFailedByCompletingQuest(MongoId 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();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the hours a mails items can be collected for by profile type
|
|
/// </summary>
|
|
/// <param name="pmcData">Profile to get hours for</param>
|
|
/// <returns>Hours item will be available for</returns>
|
|
public double GetMailItemRedeemTimeHoursForProfile(PmcData pmcData)
|
|
{
|
|
if (!QuestConfig.MailRedeemTimeHours.TryGetValue(pmcData.Info.GameVersion, out var hours))
|
|
{
|
|
return QuestConfig.MailRedeemTimeHours["default"];
|
|
}
|
|
|
|
return hours;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handle player completing a quest
|
|
/// Flag quest as complete in their profile
|
|
/// Look for and flag any quests that fail when completing quest
|
|
/// Show completed dialog on screen
|
|
/// Add time locked quests unlocked by completing quest
|
|
/// handle specific actions needed when quest is a repeatable
|
|
/// </summary>
|
|
/// <param name="pmcData">Player profile</param>
|
|
/// <param name="request">Client request</param>
|
|
/// <param name="sessionID">Player/session id</param>
|
|
/// <returns>Client response</returns>
|
|
public ItemEventRouterResponse CompleteQuest(PmcData pmcData, CompleteQuestRequestData request, MongoId sessionID)
|
|
{
|
|
var completeQuestResponse = eventOutputHolder.GetOutput(sessionID);
|
|
if (!completeQuestResponse.ProfileChanges.TryGetValue(sessionID, out var profileChanges))
|
|
{
|
|
logger.Error($"Unable to get profile changes for {sessionID}");
|
|
|
|
return completeQuestResponse;
|
|
}
|
|
|
|
// Clone of players quest status prior to any changes
|
|
var preCompleteProfileQuestsClone = cloner.Clone(pmcData.Quests);
|
|
|
|
// Id of quest player just completed
|
|
var completedQuestId = request.QuestId;
|
|
|
|
// Keep a copy of player quest statuses from their profile (Must be gathered prior to applyQuestReward() & failQuests())
|
|
var clientQuestsClone = cloner.Clone(GetClientQuests(sessionID));
|
|
|
|
const QuestStatusEnum newQuestState = QuestStatusEnum.Success;
|
|
UpdateQuestState(pmcData, newQuestState, completedQuestId);
|
|
var questRewards = questRewardHelper.ApplyQuestReward(pmcData, request.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 success 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, request.QuestId);
|
|
|
|
// Inform client of quest changes
|
|
profileChanges.Quests.AddRange(questDelta);
|
|
|
|
// If a repeatable quest. Remove from scav profile quests array
|
|
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(preCompleteProfileQuestsClone, pmcData.Quests);
|
|
profileChanges.QuestsStatus.AddRange(questStatusChanges);
|
|
|
|
return completeQuestResponse;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handle client/quest/list
|
|
/// Get all quests visible to player
|
|
/// Exclude quests with incomplete preconditions (level/loyalty)
|
|
/// </summary>
|
|
/// <param name="sessionID">session/player id</param>
|
|
/// <returns>Collection of quests</returns>
|
|
public List<Quest> GetClientQuests(MongoId sessionID)
|
|
{
|
|
List<Quest> questsToShowPlayer = [];
|
|
var profile = profileHelper.GetPmcProfile(sessionID);
|
|
if (profile is null)
|
|
{
|
|
logger.Error($"Profile {sessionID} not found, unable to return quests");
|
|
|
|
return [];
|
|
}
|
|
|
|
var allQuests = GetQuestsFromDb();
|
|
foreach (var quest in allQuests)
|
|
{
|
|
// Player already accepted the quest, show it regardless of status
|
|
var questInProfile = profile.Quests.FirstOrDefault(x => x.QId == quest.Id);
|
|
if (questInProfile is not null)
|
|
{
|
|
quest.SptStatus = questInProfile.Status;
|
|
questsToShowPlayer.Add(quest);
|
|
continue;
|
|
}
|
|
|
|
// Filter out bear quests for USEC and vice versa
|
|
if (QuestIsForOtherSide(profile.Info.Side, quest.Id))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!ShowEventQuestToPlayer(quest.Id))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Don't add quests that have a level higher than the user's
|
|
if (!PlayerLevelFulfillsQuestRequirement(quest, profile.Info.Level.Value))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Player can use trader mods then remove them, leaving quests behind
|
|
if (!profile.TradersInfo.ContainsKey(quest.TraderId))
|
|
{
|
|
if (logger.IsLogEnabled(LogLevel.Debug))
|
|
{
|
|
logger.Debug($"Unable to show quest: {quest.QuestName} as its for a trader: {quest.TraderId} that no longer exists.");
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
var questRequirements = quest.Conditions.AvailableForStart.GetQuestConditions();
|
|
var loyaltyRequirements = quest.Conditions.AvailableForStart.GetLoyaltyConditions();
|
|
var standingRequirements = quest.Conditions.AvailableForStart.GetStandingConditions();
|
|
|
|
// 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))
|
|
{
|
|
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, 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(cloner.Clone(questsToShowPlayer), profile.Info.GameVersion);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a clone of the given quest Collection with the rewards updated to reflect the given game version
|
|
/// </summary>
|
|
/// <param name="quests">List of quests to check</param>
|
|
/// <param name="gameVersion">Game version of the profile</param>
|
|
/// <returns>Collection of Quest objects with the rewards filtered correctly for the game version</returns>
|
|
protected List<Quest> UpdateQuestsForGameEdition(List<Quest> quests, string gameVersion)
|
|
{
|
|
foreach (var quest in quests)
|
|
{
|
|
// Remove any reward that doesn't pass the game edition check
|
|
var propsAsDict = quest.Rewards;
|
|
foreach (var rewardType in propsAsDict)
|
|
{
|
|
if (rewardType.Value is null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
propsAsDict[rewardType.Key] = propsAsDict[rewardType.Key]
|
|
.Where(reward => rewardHelper.RewardIsForGameEdition(reward, gameVersion))
|
|
.ToList();
|
|
}
|
|
}
|
|
|
|
return quests;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return a list of quests that would fail when supplied quest is completed
|
|
/// </summary>
|
|
/// <param name="completedQuestId">Quest completed id</param>
|
|
/// <param name="pmcProfile"></param>
|
|
/// <returns>Collection of Quest objects</returns>
|
|
protected List<Quest> GetQuestsFromProfileFailedByCompletingQuest(MongoId 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 exists in profile and is failed, skip
|
|
if (pmcProfile.Quests.Any(profileQuest => profileQuest.QId == quest.Id && profileQuest.Status == QuestStatusEnum.Fail))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check if completed quest is inside iterated quests fail conditions
|
|
foreach (var condition in quest.Conditions.Fail)
|
|
{
|
|
// No target, cant be failed by our completed quest
|
|
if (condition?.Target is null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// 'Target' property can be Collection or string, handle each differently
|
|
if (condition.Target.IsList && condition.Target.List.Contains(completedQuestId))
|
|
{
|
|
// Check if completed quest id exists in fail condition
|
|
return true;
|
|
}
|
|
|
|
if (condition.Target.IsItem && condition.Target.Item == completedQuestId)
|
|
{
|
|
// Not a list, plain string
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
})
|
|
.ToList();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fail the provided quests - Update quest in profile, otherwise add fresh quest object with failed status
|
|
/// </summary>
|
|
/// <param name="sessionID">session id</param>
|
|
/// <param name="pmcData">player profile</param>
|
|
/// <param name="questsToFail">quests to fail</param>
|
|
/// <param name="output">Client output</param>
|
|
protected void FailQuests(MongoId sessionID, PmcData pmcData, List<Quest> 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)
|
|
{
|
|
var 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
|
|
var statusTimers = new Dictionary<QuestStatusEnum, double>();
|
|
|
|
if (!statusTimers.TryGetValue(QuestStatusEnum.Fail, out _))
|
|
{
|
|
statusTimers.Add(QuestStatusEnum.Fail, 0);
|
|
}
|
|
|
|
statusTimers[QuestStatusEnum.Fail] = timeUtil.GetTimeStamp();
|
|
var questData = new QuestStatus
|
|
{
|
|
QId = questToFail.Id,
|
|
StartTime = timeUtil.GetTimeStamp(),
|
|
StatusTimers = statusTimers,
|
|
Status = QuestStatusEnum.Fail,
|
|
};
|
|
pmcData.Quests.Add(questData);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send a popup to player on successful completion of a quest
|
|
/// </summary>
|
|
/// <param name="sessionID">session id</param>
|
|
/// <param name="pmcData">Player profile</param>
|
|
/// <param name="completedQuestId">Completed quest id</param>
|
|
/// <param name="questRewards">Rewards given to player</param>
|
|
protected void SendSuccessDialogMessageOnQuestComplete(
|
|
MongoId sessionID,
|
|
PmcData pmcData,
|
|
MongoId completedQuestId,
|
|
List<Item> questRewards
|
|
)
|
|
{
|
|
var quest = GetQuestFromDb(completedQuestId, pmcData);
|
|
|
|
mailSendService.SendLocalisedNpcMessageToPlayer(
|
|
sessionID,
|
|
quest.TraderId,
|
|
MessageType.QuestSuccess,
|
|
quest.SuccessMessageText,
|
|
questRewards,
|
|
timeUtil.GetHoursAsSeconds((int)GetMailItemRedeemTimeHoursForProfile(pmcData))
|
|
);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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
|
|
/// </summary>
|
|
/// <param name="pmcData">Player profile to update</param>
|
|
/// <param name="quests">Quests to look for wait conditions in</param>
|
|
/// <param name="completedQuestId">Quest just completed</param>
|
|
protected void AddTimeLockedQuestsToProfile(PmcData pmcData, IEnumerable<Quest> quests, MongoId 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<QuestStatusEnum, double>();
|
|
|
|
continue;
|
|
}
|
|
|
|
pmcData.Quests.Add(
|
|
new QuestStatus
|
|
{
|
|
QId = quest.Id,
|
|
StartTime = 0,
|
|
Status = QuestStatusEnum.AvailableAfter,
|
|
StatusTimers = new Dictionary<QuestStatusEnum, double>
|
|
{
|
|
{ QuestStatusEnum.AvailableAfter, timeUtil.GetTimeStamp() },
|
|
},
|
|
AvailableAfter = availableAfterTimestamp,
|
|
}
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove a quest entirely from a profile
|
|
/// </summary>
|
|
/// <param name="sessionId">Player id</param>
|
|
/// <param name="questIdToRemove">Qid of quest to remove</param>
|
|
protected void RemoveQuestFromScavProfile(MongoId sessionId, MongoId questIdToRemove)
|
|
{
|
|
var fullProfile = profileHelper.GetFullProfile(sessionId);
|
|
var repeatableInScavProfile = fullProfile.CharacterData.ScavData.Quests?.FirstOrDefault(x => x.QId == questIdToRemove);
|
|
if (repeatableInScavProfile is null)
|
|
{
|
|
logger.Warning(
|
|
serverLocalisationService.GetText(
|
|
"quest-unable_to_remove_scav_quest_from_profile",
|
|
new { scavQuestId = questIdToRemove, profileId = sessionId }
|
|
)
|
|
);
|
|
|
|
return;
|
|
}
|
|
|
|
fullProfile.CharacterData.ScavData.Quests.Remove(repeatableInScavProfile);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get quests that have different statuses
|
|
/// </summary>
|
|
/// <param name="preQuestStatuses">Quests before</param>
|
|
/// <param name="postQuestStatuses">Quests after</param>
|
|
/// <returns>QuestStatusChange array</returns>
|
|
protected List<QuestStatus> GetQuestsWithDifferentStatuses(List<QuestStatus> preQuestStatuses, List<QuestStatus> postQuestStatuses)
|
|
{
|
|
List<QuestStatus> 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);
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Does a provided quest have a level requirement equal to or below defined level
|
|
/// </summary>
|
|
/// <param name="quest">Quest to check</param>
|
|
/// <param name="playerLevel">level of player to test against quest</param>
|
|
/// <returns>true if quest can be seen/accepted by player of defined level</returns>
|
|
protected bool PlayerLevelFulfillsQuestRequirement(Quest quest, double playerLevel)
|
|
{
|
|
if (quest.Conditions is null)
|
|
// No conditions
|
|
{
|
|
return true;
|
|
}
|
|
|
|
var levelConditions = quest.Conditions.AvailableForStart.GetLevelConditions();
|
|
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;
|
|
}
|
|
}
|