Server/project/src/helpers/QuestHelper.ts

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import { inject, injectable } from "tsyringe";
import { IPmcData } from "../models/eft/common/IPmcData";
import { Quest } from "../models/eft/common/tables/IBotBase";
import { Item } from "../models/eft/common/tables/IItem";
import {
AvailableForConditions, AvailableForProps, IQuest, Reward
} from "../models/eft/common/tables/IQuest";
import { IItemEventRouterResponse } from "../models/eft/itemEvent/IItemEventRouterResponse";
import { IAcceptQuestRequestData } from "../models/eft/quests/IAcceptQuestRequestData";
import { IFailQuestRequestData } from "../models/eft/quests/IFailQuestRequestData";
import { ConfigTypes } from "../models/enums/ConfigTypes";
import { HideoutAreas } from "../models/enums/HideoutAreas";
import { MessageType } from "../models/enums/MessageType";
import { QuestRewardType } from "../models/enums/QuestRewardType";
import { QuestStatus } from "../models/enums/QuestStatus";
import { IQuestConfig } from "../models/spt/config/IQuestConfig";
import { ILogger } from "../models/spt/utils/ILogger";
import { EventOutputHolder } from "../routers/EventOutputHolder";
import { ConfigServer } from "../servers/ConfigServer";
import { DatabaseServer } from "../servers/DatabaseServer";
import { LocaleService } from "../services/LocaleService";
import { LocalisationService } from "../services/LocalisationService";
import { HashUtil } from "../utils/HashUtil";
import { JsonUtil } from "../utils/JsonUtil";
import { TimeUtil } from "../utils/TimeUtil";
import { DialogueHelper } from "./DialogueHelper";
import { ItemHelper } from "./ItemHelper";
import { PaymentHelper } from "./PaymentHelper";
import { ProfileHelper } from "./ProfileHelper";
import { RagfairServerHelper } from "./RagfairServerHelper";
import { TraderHelper } from "./TraderHelper";
@injectable()
export class QuestHelper
{
protected questConfig: IQuestConfig;
constructor(
@inject("WinstonLogger") protected logger: ILogger,
@inject("JsonUtil") protected jsonUtil: JsonUtil,
@inject("TimeUtil") protected timeUtil: TimeUtil,
@inject("HashUtil") protected hashUtil: HashUtil,
@inject("ItemHelper") protected itemHelper: ItemHelper,
@inject("EventOutputHolder") protected eventOutputHolder: EventOutputHolder,
@inject("DatabaseServer") protected databaseServer: DatabaseServer,
@inject("LocaleService") protected localeService: LocaleService,
@inject("RagfairServerHelper") protected ragfairServerHelper: RagfairServerHelper,
@inject("DialogueHelper") protected dialogueHelper: DialogueHelper,
@inject("ProfileHelper") protected profileHelper: ProfileHelper,
@inject("PaymentHelper") protected paymentHelper: PaymentHelper,
@inject("LocalisationService") protected localisationService: LocalisationService,
@inject("TraderHelper") protected traderHelper: TraderHelper,
@inject("ConfigServer") protected configServer: ConfigServer
)
{
this.questConfig = this.configServer.getConfig(ConfigTypes.QUEST);
}
/**
* Get status of a quest in player profile by its id
* @param pmcData Profile to search
* @param questId Quest id to look up
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* @returns QuestStatus enum
*/
public getQuestStatus(pmcData: IPmcData, questId: string): QuestStatus
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{
const quest = pmcData.Quests.find(q => q.qid === questId);
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return quest
? quest.status
: QuestStatus.Locked;
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}
/**
* returns true is the level condition is satisfied
* @param playerLevel Players level
* @param condition Quest condition
* @returns true if player level is greater than or equal to quest
*/
public doesPlayerLevelFulfilCondition(playerLevel: number, condition: AvailableForConditions): boolean
{
if (condition._parent === "Level")
{
switch (condition._props.compareMethod)
{
case ">=":
return playerLevel >= condition._props.value;
default:
this.logger.debug(`Unrecognised Comparison Method: ${condition._props.compareMethod}`);
return false;
}
}
}
/**
* Get the quests found in both arrays (inner join)
* @param before Array of quests #1
* @param after Array of quests #2
* @returns Reduction of cartesian product between two quest arrays
*/
public getDeltaQuests(before: IQuest[], after: IQuest[]): IQuest[]
{
const knownQuestsIds = [];
for (const q of before)
{
knownQuestsIds.push(q._id);
}
if (knownQuestsIds.length)
{
return after.filter((q) =>
{
return knownQuestsIds.indexOf(q._id) === -1;
});
}
return after;
}
/**
* Increase skill points of a skill on player profile
* @param sessionID Session id
* @param pmcData Player profile
* @param skillName Name of skill to increase skill points of
* @param progressAmount Amount of skill points to add to skill
*/
public rewardSkillPoints(sessionID: string, pmcData: IPmcData, skillName: string, progressAmount: number): void
{
const indexOfSkillToUpdate = pmcData.Skills.Common.findIndex(s => s.Id === skillName);
if (indexOfSkillToUpdate === -1)
{
this.logger.error(this.localisationService.getText("quest-no_skill_found", skillName));
return;
}
const profileSkill = pmcData.Skills.Common[indexOfSkillToUpdate];
profileSkill.Progress += progressAmount;
profileSkill.LastAccess = this.timeUtil.getTimestamp();
}
/**
* Get quest name by quest id
* @param questId id to get
* @returns
*/
public getQuestNameFromLocale(questId: string): string
{
const questNameKey = `${questId} name`;
return this.localeService.getLocaleDb()[questNameKey];
}
/**
* Check if trader has sufficient loyalty to fulfill quest requirement
* @param questProperties Quest props
* @param profile Player profile
* @returns true if loyalty is high enough to fulfill quest requirement
*/
public traderStandingRequirementCheck(questProperties: AvailableForProps, profile: IPmcData): boolean
{
const requiredLoyaltyStanding = Number(questProperties.value);
const currentTraderStanding = profile.TradersInfo[<string>questProperties.target].loyaltyLevel; // Cast target as string as 'traderLoyalty' target prop is always string
switch (questProperties.compareMethod)
{
case ">=":
return currentTraderStanding >= requiredLoyaltyStanding;
case ">":
return currentTraderStanding > requiredLoyaltyStanding;
case "<=":
return currentTraderStanding <= requiredLoyaltyStanding;
case "<":
return currentTraderStanding < requiredLoyaltyStanding;
case "!=":
return currentTraderStanding !== requiredLoyaltyStanding;
case "==":
return currentTraderStanding === requiredLoyaltyStanding;
default:
this.logger.error(this.localisationService.getText("quest-compare_operator_unhandled", questProperties.compareMethod));
return false;
}
}
/**
* take reward item from quest and set FiR status + fix stack sizes + fix mod Ids
* @param reward Reward item to fix
* @returns Fixed rewards
*/
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protected processReward(reward: Reward): Reward[]
{
let rewardItems: Reward[] = [];
let targets: Item[] = [];
const mods: Item[] = [];
for (const item of reward.items)
{
// reward items are granted Found in Raid status
if (!item.upd)
{
item.upd = {};
}
item.upd.SpawnedInSession = true;
// separate base item and mods, fix stacks
if (item._id === reward.target)
{
if ((item.parentId !== undefined) && (item.parentId === "hideout")
&& (item.upd !== undefined) && (item.upd.StackObjectsCount !== undefined)
&& (item.upd.StackObjectsCount > 1))
{
item.upd.StackObjectsCount = 1;
}
targets = this.itemHelper.splitStack(item);
// splitStack created new ids for the new stacks. This would destroy the relation to possible children.
// Instead, we reset the id to preserve relations and generate a new id in the downstream loop, where we are also reparenting if required
for (const target of targets)
{
target._id = item._id;
}
}
else
{
mods.push(item);
}
}
// Add mods to the base items, fix ids
for (const target of targets)
{
// This has all the original id relations since we reset the id to the original after the splitStack
const items = [this.jsonUtil.clone(target)];
// Here we generate a new id for the root item
target._id = this.hashUtil.generate();
for (const mod of mods)
{
items.push(this.jsonUtil.clone(mod));
}
rewardItems = rewardItems.concat(<Reward[]> this.ragfairServerHelper.reparentPresets(target, items));
}
return rewardItems;
}
/**
* Gets a flat list of reward items for the given quest at a specific state (e.g. Fail/Success)
* @param quest quest to get rewards for
* @param status Quest status that holds the items (Started, Success, Fail)
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* @returns array of items with the correct maxStack
*/
public getQuestRewardItems(quest: IQuest, status: QuestStatus): Reward[]
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{
// Iterate over all rewards with the desired status, flatten out items that have a type of Item
const questRewards = quest.rewards[QuestStatus[status]]
.flatMap((reward: Reward) => reward.type === "Item"
? this.processReward(reward)
: []);
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return questRewards;
}
/**
* 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 getQuestReadyForProfile(pmcData: IPmcData, newState: QuestStatus, acceptedQuest: IAcceptQuestRequestData): Quest
{
const existingQuest = pmcData.Quests.find(q => q.qid === acceptedQuest.qid);
if (existingQuest)
{
// Quest exists, update its status
existingQuest.startTime = this.timeUtil.getTimestamp();
existingQuest.status = newState;
existingQuest.statusTimers[newState] = this.timeUtil.getTimestamp();
return existingQuest;
}
// Quest doesn't exists, add it
const newQuest: Quest = {
qid: acceptedQuest.qid,
startTime: this.timeUtil.getTimestamp(),
status: newState,
statusTimers: {}
};
// Check if quest has a prereq to be placed in a 'pending' state
const questDbData = this.getQuestFromDb(acceptedQuest.qid, pmcData);
const waitTime = questDbData.conditions.AvailableForStart.find(x => x._props.availableAfter > 0);
if (waitTime && acceptedQuest.type !== "repeatable")
{
// Quest should be put into 'pending' state
newQuest.startTime = 0;
newQuest.status = QuestStatus.AvailableAfter; // 9
newQuest.availableAfter = this.timeUtil.getTimestamp() + waitTime._props.availableAfter;
}
else
{
newQuest.statusTimers[newState.toString()] = this.timeUtil.getTimestamp();
newQuest.completedConditions = [];
}
return newQuest;
}
/**
* Get quests that can be shown to player after starting a quest
* @param startedQuestId Quest started by player
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* @param sessionID Session id
* @returns Quests accessible to player incuding newly unlocked quests now quest (startedQuestId) was started
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*/
public acceptedUnlocked(startedQuestId: string, sessionID: string): IQuest[]
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{
const profile: IPmcData = this.profileHelper.getPmcProfile(sessionID);
// Get quest acceptance data from profile
const profileQuest = profile.Quests.find(x => x.qid === startedQuestId);
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// Get quests that
const eligibleQuests = this.getQuestsFromDb().filter((quest) =>
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{
// Quest is accessible to player when the accepted quest passed into param is started
// e.g. Quest A passed in, quest B is looped over and has requirement of A to be started, include it
const acceptedQuestCondition = quest.conditions.AvailableForStart.find(x =>
{
return x._parent === "Quest"
&& x._props.target === startedQuestId
&& x._props.status[0] === QuestStatus.Started;
});
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// Not found, skip quest
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if (!acceptedQuestCondition)
{
return false;
}
// Include if quest found in profile and is started or ready to hand in
return profileQuest && ([QuestStatus.Started, QuestStatus.AvailableForFinish].includes(profileQuest.status));
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});
return this.getQuestsWithOnlyLevelRequirementStartCondition(eligibleQuests);
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}
/**
* 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
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* @returns
*/
public failedUnlocked(failedQuestId: string, sessionId: string): IQuest[]
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{
const profile = this.profileHelper.getPmcProfile(sessionId);
const profileQuest = profile.Quests.find(x => x.qid === failedQuestId);
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const quests = this.getQuestsFromDb().filter((q) =>
{
const acceptedQuestCondition = q.conditions.AvailableForStart.find(
c =>
{
return c._parent === "Quest"
&& c._props.target === failedQuestId
&& c._props.status[0] === QuestStatus.Fail;
});
if (!acceptedQuestCondition)
{
return false;
}
return profileQuest && (profileQuest.status === QuestStatus.Fail);
});
return this.getQuestsWithOnlyLevelRequirementStartCondition(quests);
}
/**
* Adjust quest money rewards by passed in multiplier
* @param quest Quest to multiple money rewards
* @param multiplier Value to adjust money rewards by
* @returns Updated quest
*/
public applyMoneyBoost(quest: IQuest, multiplier: number): IQuest
{
for (const reward of quest.rewards.Success)
{
if (reward.type === "Item")
{
if (this.paymentHelper.isMoneyTpl(reward.items[0]._tpl))
{
reward.items[0].upd.StackObjectsCount += Math.round(reward.items[0].upd.StackObjectsCount * multiplier / 100);
}
}
}
return quest;
}
/**
* 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 changeItemStack(pmcData: IPmcData, itemId: string, newStackSize: number, sessionID: string, output: IItemEventRouterResponse): void
{
const inventoryItemIndex = pmcData.Inventory.items.findIndex(item => item._id === itemId);
if (inventoryItemIndex < 0)
{
this.logger.error(this.localisationService.getText("quest-item_not_found_in_inventory", itemId));
return;
}
if (newStackSize > 0)
{
const item = pmcData.Inventory.items[inventoryItemIndex];
item.upd.StackObjectsCount = newStackSize;
this.addItemStackSizeChangeIntoEventResponse(output, sessionID, item);
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}
else
{
// this case is probably dead Code right now, since the only calling function
// checks explicitly for Value > 0.
output.profileChanges[sessionID].items.del.push({ "_id": itemId });
pmcData.Inventory.items.splice(inventoryItemIndex, 1);
}
}
/**
* 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 addItemStackSizeChangeIntoEventResponse(output: IItemEventRouterResponse, sessionId: string, item: Item): void
{
output.profileChanges[sessionId].items.change.push({
"_id": item._id,
"_tpl": item._tpl,
"parentId": item.parentId,
"slotId": item.slotId,
"location": item.location,
"upd": { "StackObjectsCount": item.upd.StackObjectsCount }
});
}
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/**
* Get quests, strip all requirement conditions except level
* @param quests quests to process
* @returns quest array without conditions
*/
protected getQuestsWithOnlyLevelRequirementStartCondition(quests: IQuest[]): IQuest[]
{
for (const i in quests)
{
quests[i] = this.getQuestWithOnlyLevelRequirementStartCondition(quests[i]);
}
return quests;
}
/**
* Remove all quest conditions except for level requirement
* @param quest quest to clean
* @returns reset IQuest object
*/
public getQuestWithOnlyLevelRequirementStartCondition(quest: IQuest): IQuest
{
quest = this.jsonUtil.clone(quest);
quest.conditions.AvailableForStart = quest.conditions.AvailableForStart.filter(q => q._parent === "Level");
return quest;
}
/**
* Fail a quest in a player profile
* @param pmcData Player profile
* @param failRequest Fail quest request data
* @param sessionID Session id
* @returns Item event router response
*/
public failQuest(pmcData: IPmcData, failRequest: IFailQuestRequestData, sessionID: string): IItemEventRouterResponse
{
// Prepare response to send back client
const failedQuestResponse = this.eventOutputHolder.getOutput(sessionID);
this.updateQuestState(pmcData, QuestStatus.Fail, failRequest.qid);
const questRewards = this.applyQuestReward(pmcData, failRequest.qid, QuestStatus.Fail, sessionID, failedQuestResponse);
// Create a dialog message for completing the quest.
const quest = this.getQuestFromDb(failRequest.qid, pmcData);
const messageContent = this.dialogueHelper.createMessageContext(quest.failMessageText, MessageType.QUEST_FAIL, this.questConfig.redeemTime);
this.dialogueHelper.addDialogueMessage(quest.traderId, messageContent, sessionID, questRewards);
failedQuestResponse.profileChanges[sessionID].quests = this.failedUnlocked(failRequest.qid, sessionID);
return failedQuestResponse;
}
/**
* Get List of All Quests from db
* NOT CLONED
* @returns Array of IQuest objects
*/
public getQuestsFromDb(): IQuest[]
{
return Object.values(this.databaseServer.getTables().templates.quests);
}
/**
* Get quest by id from database (repeatables are stored in profile, check there if questId not found)
* @param questId Id of quest to find
* @param pmcData Player profile
* @returns IQuest object
*/
public getQuestFromDb(questId: string, pmcData: IPmcData): IQuest
{
let quest = this.databaseServer.getTables().templates.quests[questId];
// May be a repeatable quest
if (!quest)
{
// Check daily/weekly objects
for (const repeatableType of pmcData.RepeatableQuests)
{
quest = <IQuest><unknown>repeatableType.activeQuests.find(x => x._id === questId);
if (quest)
{
break;
}
}
}
return quest;
}
/**
* Get a quests startedMessageText key from db, if no startedMessageText key found, use description key instead
* @param startedMessageTextId startedMessageText property from IQuest
* @param questDescriptionId description property from IQuest
* @returns message id
*/
public getMessageIdForQuestStart(startedMessageTextId: string, questDescriptionId: string): string
{
// blank or is a guid, use description instead
const startedMessageText = this.getQuestLocaleIdFromDb(startedMessageTextId);
if (!startedMessageText || startedMessageText.trim() === "" || startedMessageText.toLowerCase() === "test" || startedMessageText.length === 24)
{
return questDescriptionId;
}
return startedMessageTextId;
}
/**
* Get the locale Id from locale db for a quest message
* @param questMessageId Quest message id to look up
* @returns Locale Id from locale db
*/
public getQuestLocaleIdFromDb(questMessageId: string): string
{
const locale = this.localeService.getLocaleDb();
return locale[questMessageId];
}
/**
* Alter a quests state + Add a record to its status timers object
* @param pmcData Profile to update
* @param newQuestState New state the quest should be in
* @param questId Id of the quest to alter the status of
*/
public updateQuestState(pmcData: IPmcData, newQuestState: QuestStatus, questId: string): void
{
// Find quest in profile, update status to desired status
const questToUpdate = pmcData.Quests.find(quest => quest.qid === questId);
if (questToUpdate)
{
questToUpdate.status = newQuestState;
questToUpdate.statusTimers[newQuestState] = this.timeUtil.getTimestamp();
}
}
/**
* Give player quest rewards - Skills/exp/trader standing/items/assort unlocks - Returns reward items player earned
* @param pmcData Player profile
* @param questId questId of quest to get rewards for
* @param state State of the quest to get rewards for
* @param sessionId Session id
* @param questResponse Response to send back to client
* @returns Array of reward objects
*/
public applyQuestReward(pmcData: IPmcData, questId: string, state: QuestStatus, sessionId: string, questResponse: IItemEventRouterResponse): Reward[]
{
let questDetails = this.getQuestFromDb(questId, pmcData);
// Check for and apply intel center money bonus if it exists
const intelCenterBonus = this.getIntelCenterRewardBonus(pmcData);
if (intelCenterBonus > 0)
{
questDetails = this.applyMoneyBoost(questDetails, intelCenterBonus); // money = money + (money * intelCenterBonus / 100)
}
// e.g. 'Success' or 'AvailableForFinish'
const questStateAsString = QuestStatus[state];
for (const reward of <Reward[]>questDetails.rewards[questStateAsString])
{
switch (reward.type)
{
case QuestRewardType.SKILL:
this.rewardSkillPoints(sessionId, pmcData, reward.target, Number(reward.value));
break;
case QuestRewardType.EXPERIENCE:
this.profileHelper.addExperienceToPmc(sessionId, parseInt(<string>reward.value)); // this must occur first as the output object needs to take the modified profile exp value
break;
case QuestRewardType.TRADER_STANDING:
this.traderHelper.addStandingToTrader(sessionId, reward.target, parseFloat(<string>reward.value));
break;
case QuestRewardType.TRADER_UNLOCK:
this.traderHelper.setTraderUnlockedState(reward.target, true, sessionId);
break;
case QuestRewardType.ITEM:
// Handled by getQuestRewardItems() below
break;
case QuestRewardType.ASSORTMENT_UNLOCK:
// Handled elsewhere, TODO: find and say here
break;
case QuestRewardType.PRODUCTIONS_SCHEME:
this.findAndAddHideoutProductionIdToProfile(pmcData, reward, questDetails, sessionId, questResponse);
break;
default:
this.logger.error(this.localisationService.getText("quest-reward_type_not_handled", {rewardType: reward.type, questId: questId, questName: questDetails.QuestName}));
break;
}
}
return this.getQuestRewardItems(questDetails, state);
}
/**
* WIP - Find hideout craft id and add to unlockedProductionRecipe array in player profile
* also update client response recipeUnlocked array with craft id
* @param pmcData Player profile
* @param craftUnlockReward Reward item from quest with craft unlock details
* @param questDetails Quest with craft unlock reward
* @param sessionID Session id
* @param response Response to send back to client
*/
protected findAndAddHideoutProductionIdToProfile(pmcData: IPmcData, craftUnlockReward: Reward, questDetails: IQuest, sessionID: string, response: IItemEventRouterResponse): void
{
// Get hideout crafts and find those that match by areatype/required level/end product tpl - hope for just one match
const hideoutProductions = this.databaseServer.getTables().hideout.production;
const matchingProductions = hideoutProductions.filter(x =>
x.areaType === Number.parseInt(craftUnlockReward.traderId)
//&& x.requirements[0].requiredLevel === craftUnlockReward.loyaltyLevel
&& x.endProduct === craftUnlockReward.items[0]._tpl);
// More than 1 match, above filtering wasn't strict enough
if (matchingProductions.length !== 1)
{
this.logger.error(this.localisationService.getText(`QUEST ${questDetails.QuestName} ${matchingProductions.length} PRODUCTIONS MATCHES, OH NO`));
return;
}
// Add above match to pmc profile + client response
const matchingCraftId = matchingProductions[0]._id;
pmcData.UnlockedInfo.unlockedProductionRecipe.push(matchingCraftId);
response.profileChanges[sessionID].recipeUnlocked[matchingCraftId] = true;
}
/**
* Get players intel center bonus from profile
* @param pmcData player profile
* @returns bonus as a percent
*/
protected getIntelCenterRewardBonus(pmcData: IPmcData): number
{
let intelCenterBonus = 0;
// Check player has intel center
const intelCenter = pmcData.Hideout.Areas.find(area => area.type === HideoutAreas.INTEL_CENTER);
if (intelCenter)
{
if (intelCenter.level === 1)
{
intelCenterBonus = 5;
}
if (intelCenter.level > 1)
{
intelCenterBonus = 15;
}
}
return intelCenterBonus;
}
/**
* Find quest with 'findItem' requirement that needs the item tpl be handed in
* @param itemTpl item tpl to look for
* @returns 'FindItem' condition id
*/
public getFindItemIdForQuestHandIn(itemTpl: string): string[]
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{
const result: string[] = [];
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for (const quest of this.getQuestsFromDb())
{
const condition = quest.conditions.AvailableForFinish.find(c => c._parent === "FindItem" && c._props?.target?.includes(itemTpl));
if (condition)
{
result.push(condition._props.id);
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}
}
return result;
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}
/**
* Add all quests to a profile with the provided statuses
* @param pmcProfile profile to update
* @param statuses statuses quests should have
*/
public addAllQuestsToProfile(pmcProfile: IPmcData, statuses: QuestStatus[]): void
{
// Iterate over all quests in db
const quests = this.databaseServer.getTables().templates.quests;
for (const questKey in quests)
{
// Quest from db matches quests in profile, skip
const questData = quests[questKey];
if (pmcProfile.Quests.find(x => x.qid === questData._id))
{
continue;
}
const statusesDict = {};
for (const status of statuses)
{
statusesDict[status] = this.timeUtil.getTimestamp();
}
const questRecordToAdd: Quest = {
qid: questKey,
startTime: 0,
status: statuses[statuses.length - 1],
statusTimers: statusesDict,
completedConditions: [],
availableAfter: 0
};
pmcProfile.Quests.push(questRecordToAdd);
}
}
}