Added workaround for LK quests not completing correctly in PvE
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@ -5,7 +5,6 @@ import { QuestConditionHelper } from "@spt/helpers/QuestConditionHelper";
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import { QuestHelper } from "@spt/helpers/QuestHelper";
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import { TraderHelper } from "@spt/helpers/TraderHelper";
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import { IPmcData } from "@spt/models/eft/common/IPmcData";
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import { IQuestStatus } from "@spt/models/eft/common/tables/IBotBase";
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import { IItem } from "@spt/models/eft/common/tables/IItem";
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import { IQuest, IQuestCondition } from "@spt/models/eft/common/tables/IQuest";
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import { IPmcDataRepeatableQuest, IRepeatableQuest } from "@spt/models/eft/common/tables/IRepeatableQuests";
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@ -65,151 +64,7 @@ export class QuestController {
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* @returns array of IQuest
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*/
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public getClientQuests(sessionID: string): IQuest[] {
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const questsToShowPlayer: IQuest[] = [];
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const allQuests = this.questHelper.getQuestsFromDb();
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const profile: IPmcData = this.profileHelper.getPmcProfile(sessionID);
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for (const quest of allQuests) {
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// Player already accepted the quest, show it regardless of status
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const questInProfile = profile.Quests.find((x) => x.qid === quest._id);
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if (questInProfile) {
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quest.sptStatus = questInProfile.status;
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questsToShowPlayer.push(quest);
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continue;
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}
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// Filter out bear quests for usec and vice versa
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if (this.questHelper.questIsForOtherSide(profile.Info.Side, quest._id)) {
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continue;
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}
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if (!this.questHelper.showEventQuestToPlayer(quest._id)) {
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continue;
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}
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// Don't add quests that have a level higher than the user's
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if (!this.playerLevelFulfillsQuestRequirement(quest, profile.Info.Level)) {
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continue;
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}
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// Player can use trader mods then remove them, leaving quests behind
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const trader = profile.TradersInfo[quest.traderId];
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if (!trader) {
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this.logger.debug(
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`Unable to show quest: ${quest.QuestName} as its for a trader: ${quest.traderId} that no longer exists.`,
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);
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continue;
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}
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const questRequirements = this.questConditionHelper.getQuestConditions(quest.conditions.AvailableForStart);
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const loyaltyRequirements = this.questConditionHelper.getLoyaltyConditions(
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quest.conditions.AvailableForStart,
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);
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const standingRequirements = this.questConditionHelper.getStandingConditions(
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quest.conditions.AvailableForStart,
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);
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// Quest has no conditions, standing or loyalty conditions, add to visible quest list
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if (
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questRequirements.length === 0 &&
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loyaltyRequirements.length === 0 &&
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standingRequirements.length === 0
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) {
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quest.sptStatus = QuestStatus.AvailableForStart;
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questsToShowPlayer.push(quest);
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continue;
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}
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// Check the status of each quest condition, if any are not completed
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// then this quest should not be visible
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let haveCompletedPreviousQuest = true;
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for (const conditionToFulfil of questRequirements) {
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// If the previous quest isn't in the user profile, it hasn't been completed or started
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const prerequisiteQuest = profile.Quests.find((profileQuest) =>
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conditionToFulfil.target.includes(profileQuest.qid),
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);
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if (!prerequisiteQuest) {
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haveCompletedPreviousQuest = false;
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break;
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}
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// Prereq does not have its status requirement fulfilled
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// Some bsg status ids are strings, MUST convert to number before doing includes check
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if (!conditionToFulfil.status.map((status) => Number(status)).includes(prerequisiteQuest.status)) {
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haveCompletedPreviousQuest = false;
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break;
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}
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// Has a wait timer
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if (conditionToFulfil.availableAfter > 0) {
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// Compare current time to unlock time for previous quest
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const previousQuestCompleteTime = prerequisiteQuest.statusTimers[prerequisiteQuest.status];
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const unlockTime = previousQuestCompleteTime + conditionToFulfil.availableAfter;
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if (unlockTime > this.timeUtil.getTimestamp()) {
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this.logger.debug(
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`Quest ${quest.QuestName} is locked for another ${
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unlockTime - this.timeUtil.getTimestamp()
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} seconds`,
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);
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}
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}
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}
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// Previous quest not completed, skip
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if (!haveCompletedPreviousQuest) {
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continue;
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}
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let passesLoyaltyRequirements = true;
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for (const condition of loyaltyRequirements) {
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if (!this.questHelper.traderLoyaltyLevelRequirementCheck(condition, profile)) {
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passesLoyaltyRequirements = false;
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break;
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}
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}
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let passesStandingRequirements = true;
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for (const condition of standingRequirements) {
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if (!this.questHelper.traderStandingRequirementCheck(condition, profile)) {
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passesStandingRequirements = false;
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break;
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}
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}
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if (haveCompletedPreviousQuest && passesLoyaltyRequirements && passesStandingRequirements) {
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quest.sptStatus = QuestStatus.AvailableForStart;
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questsToShowPlayer.push(quest);
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}
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}
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return questsToShowPlayer;
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}
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/**
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* Does a provided quest have a level requirement equal to or below defined level
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* @param quest Quest to check
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* @param playerLevel level of player to test against quest
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* @returns true if quest can be seen/accepted by player of defined level
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*/
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protected playerLevelFulfillsQuestRequirement(quest: IQuest, playerLevel: number): boolean {
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if (!quest.conditions) {
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// No conditions
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return true;
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}
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const levelConditions = this.questConditionHelper.getLevelConditions(quest.conditions.AvailableForStart);
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if (levelConditions.length) {
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for (const levelCondition of levelConditions) {
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if (!this.questHelper.doesPlayerLevelFulfilCondition(playerLevel, levelCondition)) {
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// Not valid, exit out
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return false;
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}
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}
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}
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// All conditions passed / has no level requirement, valid
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return true;
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return this.questHelper.getClientQuests(sessionID);
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}
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/**
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@ -444,254 +299,7 @@ export class QuestController {
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body: ICompleteQuestRequestData,
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sessionID: string,
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): IItemEventRouterResponse {
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const completeQuestResponse = this.eventOutputHolder.getOutput(sessionID);
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const completedQuest = this.questHelper.getQuestFromDb(body.qid, pmcData);
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const preCompleteProfileQuests = this.cloner.clone(pmcData.Quests);
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const completedQuestId = body.qid;
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const clientQuestsClone = this.cloner.clone(this.getClientQuests(sessionID)); // Must be gathered prior to applyQuestReward() & failQuests()
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const newQuestState = QuestStatus.Success;
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this.questHelper.updateQuestState(pmcData, newQuestState, completedQuestId);
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const questRewards = this.questHelper.applyQuestReward(
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pmcData,
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body.qid,
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newQuestState,
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sessionID,
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completeQuestResponse,
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);
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// Check for linked failed + unrestartable quests (only get quests not already failed
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const questsToFail = this.getQuestsFailedByCompletingQuest(completedQuestId, pmcData);
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if (questsToFail?.length > 0) {
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this.failQuests(sessionID, pmcData, questsToFail, completeQuestResponse);
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}
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// Show modal on player screen
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this.sendSuccessDialogMessageOnQuestComplete(sessionID, pmcData, completedQuestId, questRewards);
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// Add diff of quests before completion vs after for client response
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const questDelta = this.questHelper.getDeltaQuests(clientQuestsClone, this.getClientQuests(sessionID));
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// Check newly available + failed quests for timegates and add them to profile
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this.addTimeLockedQuestsToProfile(pmcData, [...questDelta], body.qid);
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// Inform client of quest changes
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completeQuestResponse.profileChanges[sessionID].quests.push(...questDelta);
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// Check if it's a repeatable quest. If so, remove from Quests
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for (const currentRepeatable of pmcData.RepeatableQuests) {
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const repeatableQuest = currentRepeatable.activeQuests.find(
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(activeRepeatable) => activeRepeatable._id === completedQuestId,
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);
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if (repeatableQuest) {
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// Need to remove redundant scav quest object as its no longer necessary, is tracked in pmc profile
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if (repeatableQuest.side === "Scav") {
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this.removeQuestFromScavProfile(sessionID, repeatableQuest._id);
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}
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}
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}
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// Hydrate client response questsStatus array with data
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const questStatusChanges = this.getQuestsWithDifferentStatuses(preCompleteProfileQuests, pmcData.Quests);
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if (questStatusChanges) {
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completeQuestResponse.profileChanges[sessionID].questsStatus.push(...questStatusChanges);
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}
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// Recalculate level in event player leveled up
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pmcData.Info.Level = this.playerService.calculateLevel(pmcData);
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return completeQuestResponse;
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}
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/**
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* Return a list of quests that would fail when supplied quest is completed
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* @param completedQuestId quest completed id
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* @returns array of IQuest objects
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*/
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protected getQuestsFailedByCompletingQuest(completedQuestId: string, pmcProfile: IPmcData): IQuest[] {
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const questsInDb = this.questHelper.getQuestsFromDb();
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return questsInDb.filter((quest) => {
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// No fail conditions, skip
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if (!quest.conditions.Fail || quest.conditions.Fail.length === 0) {
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return false;
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}
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// Quest already failed in profile, skip
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if (
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pmcProfile.Quests.some(
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(profileQuest) => profileQuest.qid === quest._id && profileQuest.status === QuestStatus.Fail,
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)
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) {
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return false;
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}
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return quest.conditions.Fail.some((condition) => condition.target?.includes(completedQuestId));
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});
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}
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/**
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* Remove a quest entirely from a profile
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* @param sessionId Player id
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* @param questIdToRemove Qid of quest to remove
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*/
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protected removeQuestFromScavProfile(sessionId: string, questIdToRemove: string): void {
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const fullProfile = this.profileHelper.getFullProfile(sessionId);
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const repeatableInScavProfile = fullProfile.characters.scav.Quests?.find((x) => x.qid === questIdToRemove);
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if (!repeatableInScavProfile) {
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this.logger.warning(
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this.localisationService.getText("quest-unable_to_remove_scav_quest_from_profile", {
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scavQuestId: questIdToRemove,
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profileId: sessionId,
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}),
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);
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return;
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}
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fullProfile.characters.scav.Quests.splice(
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fullProfile.characters.scav.Quests.indexOf(repeatableInScavProfile),
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1,
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);
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}
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/**
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* Return quests that have different statuses
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* @param preQuestStatusus Quests before
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* @param postQuestStatuses Quests after
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* @returns QuestStatusChange array
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*/
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protected getQuestsWithDifferentStatuses(
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preQuestStatusus: IQuestStatus[],
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postQuestStatuses: IQuestStatus[],
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): IQuestStatus[] | undefined {
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const result: IQuestStatus[] = [];
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for (const quest of postQuestStatuses) {
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// Add quest if status differs or quest not found
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const preQuest = preQuestStatusus.find((x) => x.qid === quest.qid);
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if (!preQuest || preQuest.status !== quest.status) {
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result.push(quest);
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}
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}
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if (result.length === 0) {
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return undefined;
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}
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return result;
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}
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/**
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* Send a popup to player on successful completion of a quest
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* @param sessionID session id
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* @param pmcData Player profile
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* @param completedQuestId Completed quest id
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* @param questRewards Rewards given to player
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*/
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protected sendSuccessDialogMessageOnQuestComplete(
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sessionID: string,
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pmcData: IPmcData,
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completedQuestId: string,
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questRewards: IItem[],
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): void {
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const quest = this.questHelper.getQuestFromDb(completedQuestId, pmcData);
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this.mailSendService.sendLocalisedNpcMessageToPlayer(
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sessionID,
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this.traderHelper.getTraderById(quest.traderId),
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MessageType.QUEST_SUCCESS,
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quest.successMessageText,
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questRewards,
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this.timeUtil.getHoursAsSeconds(this.questHelper.getMailItemRedeemTimeHoursForProfile(pmcData)),
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);
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}
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/**
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* 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
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* @param pmcData Player profile to update
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* @param quests Quests to look for wait conditions in
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* @param completedQuestId Quest just completed
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*/
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protected addTimeLockedQuestsToProfile(pmcData: IPmcData, quests: IQuest[], completedQuestId: string): void {
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// Iterate over quests, look for quests with right criteria
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for (const quest of quests) {
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// If quest has prereq of completed quest + availableAfter value > 0 (quest has wait time)
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const nextQuestWaitCondition = quest.conditions.AvailableForStart.find(
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(x) => x.target?.includes(completedQuestId) && x.availableAfter > 0,
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);
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if (nextQuestWaitCondition) {
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// Now + wait time
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const availableAfterTimestamp = this.timeUtil.getTimestamp() + nextQuestWaitCondition.availableAfter;
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// Update quest in profile with status of AvailableAfter
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const existingQuestInProfile = pmcData.Quests.find((x) => x.qid === quest._id);
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if (existingQuestInProfile) {
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existingQuestInProfile.availableAfter = availableAfterTimestamp;
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existingQuestInProfile.status = QuestStatus.AvailableAfter;
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existingQuestInProfile.startTime = 0;
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existingQuestInProfile.statusTimers = {};
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continue;
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}
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pmcData.Quests.push({
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qid: quest._id,
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startTime: 0,
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status: QuestStatus.AvailableAfter,
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statusTimers: {
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9: this.timeUtil.getTimestamp(),
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},
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availableAfter: availableAfterTimestamp,
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});
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}
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}
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}
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/**
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* Fail the provided quests
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* Update quest in profile, otherwise add fresh quest object with failed status
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* @param sessionID session id
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* @param pmcData player profile
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* @param questsToFail quests to fail
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* @param output Client output
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*/
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protected failQuests(
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sessionID: string,
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pmcData: IPmcData,
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questsToFail: IQuest[],
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output: IItemEventRouterResponse,
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): void {
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for (const questToFail of questsToFail) {
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// Skip failing a quest that has a fail status of something other than success
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if (questToFail.conditions.Fail?.some((x) => x.status?.some((status) => status !== QuestStatus.Success))) {
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continue;
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}
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const isActiveQuestInPlayerProfile = pmcData.Quests.find((quest) => quest.qid === questToFail._id);
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if (isActiveQuestInPlayerProfile) {
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if (isActiveQuestInPlayerProfile.status !== QuestStatus.Fail) {
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const failBody: IFailQuestRequestData = {
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Action: "QuestFail",
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qid: questToFail._id,
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removeExcessItems: true,
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};
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this.questHelper.failQuest(pmcData, failBody, sessionID, output);
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}
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} else {
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// Failing an entirely new quest that doesnt exist in profile
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const statusTimers = {};
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statusTimers[QuestStatus.Fail] = this.timeUtil.getTimestamp();
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const questData: IQuestStatus = {
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qid: questToFail._id,
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startTime: this.timeUtil.getTimestamp(),
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statusTimers: statusTimers,
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status: QuestStatus.Fail,
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};
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pmcData.Quests.push(questData);
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}
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}
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return this.questHelper.completeQuest(pmcData, body, sessionID);
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}
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/**
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@ -12,6 +12,7 @@ import { IItem } from "@spt/models/eft/common/tables/IItem";
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import { IQuest, IQuestCondition, IQuestReward } from "@spt/models/eft/common/tables/IQuest";
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import { IItemEventRouterResponse } from "@spt/models/eft/itemEvent/IItemEventRouterResponse";
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import { IAcceptQuestRequestData } from "@spt/models/eft/quests/IAcceptQuestRequestData";
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import { ICompleteQuestRequestData } from "@spt/models/eft/quests/ICompleteQuestRequestData";
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import { IFailQuestRequestData } from "@spt/models/eft/quests/IFailQuestRequestData";
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import { ConfigTypes } from "@spt/models/enums/ConfigTypes";
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import { MessageType } from "@spt/models/enums/MessageType";
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@ -27,6 +28,7 @@ import { DatabaseService } from "@spt/services/DatabaseService";
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import { LocaleService } from "@spt/services/LocaleService";
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import { LocalisationService } from "@spt/services/LocalisationService";
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import { MailSendService } from "@spt/services/MailSendService";
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import { PlayerService } from "@spt/services/PlayerService";
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import { SeasonalEventService } from "@spt/services/SeasonalEventService";
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import { HashUtil } from "@spt/utils/HashUtil";
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import { TimeUtil } from "@spt/utils/TimeUtil";
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@ -55,6 +57,7 @@ export class QuestHelper {
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@inject("TraderHelper") protected traderHelper: TraderHelper,
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@inject("PresetHelper") protected presetHelper: PresetHelper,
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@inject("MailSendService") protected mailSendService: MailSendService,
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@inject("PlayerService") protected playerService: PlayerService,
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@inject("ConfigServer") protected configServer: ConfigServer,
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@inject("PrimaryCloner") protected cloner: ICloner,
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) {
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@ -1166,4 +1169,408 @@ export class QuestHelper {
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return value;
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}
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public completeQuest(
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pmcData: IPmcData,
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body: ICompleteQuestRequestData,
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sessionID: string,
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): IItemEventRouterResponse {
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const completeQuestResponse = this.eventOutputHolder.getOutput(sessionID);
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const completedQuest = this.getQuestFromDb(body.qid, pmcData);
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const preCompleteProfileQuests = this.cloner.clone(pmcData.Quests);
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const completedQuestId = body.qid;
|
||||
const clientQuestsClone = this.cloner.clone(this.getClientQuests(sessionID)); // Must be gathered prior to applyQuestReward() & failQuests()
|
||||
|
||||
const newQuestState = QuestStatus.Success;
|
||||
this.updateQuestState(pmcData, newQuestState, completedQuestId);
|
||||
const questRewards = this.applyQuestReward(pmcData, body.qid, newQuestState, sessionID, completeQuestResponse);
|
||||
|
||||
// Check for linked failed + unrestartable quests (only get quests not already failed
|
||||
const questsToFail = this.getQuestsFromProfileFailedByCompletingQuest(completedQuestId, pmcData);
|
||||
if (questsToFail?.length > 0) {
|
||||
this.failQuests(sessionID, pmcData, questsToFail, completeQuestResponse);
|
||||
}
|
||||
|
||||
// Show modal on player screen
|
||||
this.sendSuccessDialogMessageOnQuestComplete(sessionID, pmcData, completedQuestId, questRewards);
|
||||
|
||||
// Add diff of quests before completion vs after for client response
|
||||
const questDelta = this.getDeltaQuests(clientQuestsClone, this.getClientQuests(sessionID));
|
||||
|
||||
// Check newly available + failed quests for timegates and add them to profile
|
||||
this.addTimeLockedQuestsToProfile(pmcData, [...questDelta], body.qid);
|
||||
|
||||
// Inform client of quest changes
|
||||
completeQuestResponse.profileChanges[sessionID].quests.push(...questDelta);
|
||||
|
||||
// Check if it's a repeatable quest. If so, remove from Quests
|
||||
for (const currentRepeatable of pmcData.RepeatableQuests) {
|
||||
const repeatableQuest = currentRepeatable.activeQuests.find(
|
||||
(activeRepeatable) => activeRepeatable._id === completedQuestId,
|
||||
);
|
||||
if (repeatableQuest) {
|
||||
// Need to remove redundant scav quest object as its no longer necessary, is tracked in pmc profile
|
||||
if (repeatableQuest.side === "Scav") {
|
||||
this.removeQuestFromScavProfile(sessionID, repeatableQuest._id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Hydrate client response questsStatus array with data
|
||||
const questStatusChanges = this.getQuestsWithDifferentStatuses(preCompleteProfileQuests, pmcData.Quests);
|
||||
if (questStatusChanges) {
|
||||
completeQuestResponse.profileChanges[sessionID].questsStatus.push(...questStatusChanges);
|
||||
}
|
||||
|
||||
// Recalculate level in event player leveled up
|
||||
pmcData.Info.Level = this.playerService.calculateLevel(pmcData);
|
||||
|
||||
return completeQuestResponse;
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle client/quest/list
|
||||
* Get all quests visible to player
|
||||
* Exclude quests with incomplete preconditions (level/loyalty)
|
||||
* @param sessionID session id
|
||||
* @returns array of IQuest
|
||||
*/
|
||||
public getClientQuests(sessionID: string): IQuest[] {
|
||||
const questsToShowPlayer: IQuest[] = [];
|
||||
const allQuests = this.getQuestsFromDb();
|
||||
const profile: IPmcData = this.profileHelper.getPmcProfile(sessionID);
|
||||
|
||||
for (const quest of allQuests) {
|
||||
// Player already accepted the quest, show it regardless of status
|
||||
const questInProfile = profile.Quests.find((x) => x.qid === quest._id);
|
||||
if (questInProfile) {
|
||||
quest.sptStatus = questInProfile.status;
|
||||
questsToShowPlayer.push(quest);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Filter out bear quests for usec and vice versa
|
||||
if (this.questIsForOtherSide(profile.Info.Side, quest._id)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!this.showEventQuestToPlayer(quest._id)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Don't add quests that have a level higher than the user's
|
||||
if (!this.playerLevelFulfillsQuestRequirement(quest, profile.Info.Level)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Player can use trader mods then remove them, leaving quests behind
|
||||
const trader = profile.TradersInfo[quest.traderId];
|
||||
if (!trader) {
|
||||
this.logger.debug(
|
||||
`Unable to show quest: ${quest.QuestName} as its for a trader: ${quest.traderId} that no longer exists.`,
|
||||
);
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
const questRequirements = this.questConditionHelper.getQuestConditions(quest.conditions.AvailableForStart);
|
||||
const loyaltyRequirements = this.questConditionHelper.getLoyaltyConditions(
|
||||
quest.conditions.AvailableForStart,
|
||||
);
|
||||
const standingRequirements = this.questConditionHelper.getStandingConditions(
|
||||
quest.conditions.AvailableForStart,
|
||||
);
|
||||
|
||||
// Quest has no conditions, standing or loyalty conditions, add to visible quest list
|
||||
if (
|
||||
questRequirements.length === 0 &&
|
||||
loyaltyRequirements.length === 0 &&
|
||||
standingRequirements.length === 0
|
||||
) {
|
||||
quest.sptStatus = QuestStatus.AvailableForStart;
|
||||
questsToShowPlayer.push(quest);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check the status of each quest condition, if any are not completed
|
||||
// then this quest should not be visible
|
||||
let haveCompletedPreviousQuest = true;
|
||||
for (const conditionToFulfil of questRequirements) {
|
||||
// If the previous quest isn't in the user profile, it hasn't been completed or started
|
||||
const prerequisiteQuest = profile.Quests.find((profileQuest) =>
|
||||
conditionToFulfil.target.includes(profileQuest.qid),
|
||||
);
|
||||
if (!prerequisiteQuest) {
|
||||
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.map((status) => Number(status)).includes(prerequisiteQuest.status)) {
|
||||
haveCompletedPreviousQuest = false;
|
||||
break;
|
||||
}
|
||||
|
||||
// Has a wait timer
|
||||
if (conditionToFulfil.availableAfter > 0) {
|
||||
// Compare current time to unlock time for previous quest
|
||||
const previousQuestCompleteTime = prerequisiteQuest.statusTimers[prerequisiteQuest.status];
|
||||
const unlockTime = previousQuestCompleteTime + conditionToFulfil.availableAfter;
|
||||
if (unlockTime > this.timeUtil.getTimestamp()) {
|
||||
this.logger.debug(
|
||||
`Quest ${quest.QuestName} is locked for another ${
|
||||
unlockTime - this.timeUtil.getTimestamp()
|
||||
} seconds`,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Previous quest not completed, skip
|
||||
if (!haveCompletedPreviousQuest) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let passesLoyaltyRequirements = true;
|
||||
for (const condition of loyaltyRequirements) {
|
||||
if (!this.traderLoyaltyLevelRequirementCheck(condition, profile)) {
|
||||
passesLoyaltyRequirements = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
let passesStandingRequirements = true;
|
||||
for (const condition of standingRequirements) {
|
||||
if (!this.traderStandingRequirementCheck(condition, profile)) {
|
||||
passesStandingRequirements = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (haveCompletedPreviousQuest && passesLoyaltyRequirements && passesStandingRequirements) {
|
||||
quest.sptStatus = QuestStatus.AvailableForStart;
|
||||
questsToShowPlayer.push(quest);
|
||||
}
|
||||
}
|
||||
|
||||
return questsToShowPlayer;
|
||||
}
|
||||
|
||||
/**
|
||||
* Return a list of quests that would fail when supplied quest is completed
|
||||
* @param completedQuestId quest completed id
|
||||
* @returns array of IQuest objects
|
||||
*/
|
||||
protected getQuestsFromProfileFailedByCompletingQuest(completedQuestId: string, pmcProfile: IPmcData): IQuest[] {
|
||||
const questsInDb = this.getQuestsFromDb();
|
||||
return questsInDb.filter((quest) => {
|
||||
// No fail conditions, skip
|
||||
if (!quest.conditions.Fail || quest.conditions.Fail.length === 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Quest already failed in profile, skip
|
||||
if (
|
||||
pmcProfile.Quests.some(
|
||||
(profileQuest) => profileQuest.qid === quest._id && profileQuest.status === QuestStatus.Fail,
|
||||
)
|
||||
) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return quest.conditions.Fail.some((condition) => condition.target?.includes(completedQuestId));
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Fail the provided quests
|
||||
* Update quest in profile, otherwise add fresh quest object with failed status
|
||||
* @param sessionID session id
|
||||
* @param pmcData player profile
|
||||
* @param questsToFail quests to fail
|
||||
* @param output Client output
|
||||
*/
|
||||
protected failQuests(
|
||||
sessionID: string,
|
||||
pmcData: IPmcData,
|
||||
questsToFail: IQuest[],
|
||||
output: IItemEventRouterResponse,
|
||||
): void {
|
||||
for (const questToFail of questsToFail) {
|
||||
// Skip failing a quest that has a fail status of something other than success
|
||||
if (questToFail.conditions.Fail?.some((x) => x.status?.some((status) => status !== QuestStatus.Success))) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const isActiveQuestInPlayerProfile = pmcData.Quests.find((quest) => quest.qid === questToFail._id);
|
||||
if (isActiveQuestInPlayerProfile) {
|
||||
if (isActiveQuestInPlayerProfile.status !== QuestStatus.Fail) {
|
||||
const failBody: IFailQuestRequestData = {
|
||||
Action: "QuestFail",
|
||||
qid: questToFail._id,
|
||||
removeExcessItems: true,
|
||||
};
|
||||
this.failQuest(pmcData, failBody, sessionID, output);
|
||||
}
|
||||
} else {
|
||||
// Failing an entirely new quest that doesnt exist in profile
|
||||
const statusTimers = {};
|
||||
statusTimers[QuestStatus.Fail] = this.timeUtil.getTimestamp();
|
||||
const questData: IQuestStatus = {
|
||||
qid: questToFail._id,
|
||||
startTime: this.timeUtil.getTimestamp(),
|
||||
statusTimers: statusTimers,
|
||||
status: QuestStatus.Fail,
|
||||
};
|
||||
pmcData.Quests.push(questData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Send a popup to player on successful completion of a quest
|
||||
* @param sessionID session id
|
||||
* @param pmcData Player profile
|
||||
* @param completedQuestId Completed quest id
|
||||
* @param questRewards Rewards given to player
|
||||
*/
|
||||
protected sendSuccessDialogMessageOnQuestComplete(
|
||||
sessionID: string,
|
||||
pmcData: IPmcData,
|
||||
completedQuestId: string,
|
||||
questRewards: IItem[],
|
||||
): void {
|
||||
const quest = this.getQuestFromDb(completedQuestId, pmcData);
|
||||
|
||||
this.mailSendService.sendLocalisedNpcMessageToPlayer(
|
||||
sessionID,
|
||||
this.traderHelper.getTraderById(quest.traderId),
|
||||
MessageType.QUEST_SUCCESS,
|
||||
quest.successMessageText,
|
||||
questRewards,
|
||||
this.timeUtil.getHoursAsSeconds(this.getMailItemRedeemTimeHoursForProfile(pmcData)),
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Look for newly available quests after completing a quest with a requirement to wait x minutes (time-locked) before being available and add data to profile
|
||||
* @param pmcData Player profile to update
|
||||
* @param quests Quests to look for wait conditions in
|
||||
* @param completedQuestId Quest just completed
|
||||
*/
|
||||
protected addTimeLockedQuestsToProfile(pmcData: IPmcData, quests: IQuest[], completedQuestId: string): void {
|
||||
// Iterate over quests, look for quests with right criteria
|
||||
for (const quest of quests) {
|
||||
// If quest has prereq of completed quest + availableAfter value > 0 (quest has wait time)
|
||||
const nextQuestWaitCondition = quest.conditions.AvailableForStart.find(
|
||||
(x) => x.target?.includes(completedQuestId) && x.availableAfter > 0,
|
||||
);
|
||||
if (nextQuestWaitCondition) {
|
||||
// Now + wait time
|
||||
const availableAfterTimestamp = this.timeUtil.getTimestamp() + nextQuestWaitCondition.availableAfter;
|
||||
|
||||
// Update quest in profile with status of AvailableAfter
|
||||
const existingQuestInProfile = pmcData.Quests.find((x) => x.qid === quest._id);
|
||||
if (existingQuestInProfile) {
|
||||
existingQuestInProfile.availableAfter = availableAfterTimestamp;
|
||||
existingQuestInProfile.status = QuestStatus.AvailableAfter;
|
||||
existingQuestInProfile.startTime = 0;
|
||||
existingQuestInProfile.statusTimers = {};
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
pmcData.Quests.push({
|
||||
qid: quest._id,
|
||||
startTime: 0,
|
||||
status: QuestStatus.AvailableAfter,
|
||||
statusTimers: {
|
||||
9: this.timeUtil.getTimestamp(),
|
||||
},
|
||||
availableAfter: availableAfterTimestamp,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove a quest entirely from a profile
|
||||
* @param sessionId Player id
|
||||
* @param questIdToRemove Qid of quest to remove
|
||||
*/
|
||||
protected removeQuestFromScavProfile(sessionId: string, questIdToRemove: string): void {
|
||||
const fullProfile = this.profileHelper.getFullProfile(sessionId);
|
||||
const repeatableInScavProfile = fullProfile.characters.scav.Quests?.find((x) => x.qid === questIdToRemove);
|
||||
if (!repeatableInScavProfile) {
|
||||
this.logger.warning(
|
||||
this.localisationService.getText("quest-unable_to_remove_scav_quest_from_profile", {
|
||||
scavQuestId: questIdToRemove,
|
||||
profileId: sessionId,
|
||||
}),
|
||||
);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
fullProfile.characters.scav.Quests.splice(
|
||||
fullProfile.characters.scav.Quests.indexOf(repeatableInScavProfile),
|
||||
1,
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Return quests that have different statuses
|
||||
* @param preQuestStatusus Quests before
|
||||
* @param postQuestStatuses Quests after
|
||||
* @returns QuestStatusChange array
|
||||
*/
|
||||
protected getQuestsWithDifferentStatuses(
|
||||
preQuestStatusus: IQuestStatus[],
|
||||
postQuestStatuses: IQuestStatus[],
|
||||
): IQuestStatus[] | undefined {
|
||||
const result: IQuestStatus[] = [];
|
||||
|
||||
for (const quest of postQuestStatuses) {
|
||||
// Add quest if status differs or quest not found
|
||||
const preQuest = preQuestStatusus.find((x) => x.qid === quest.qid);
|
||||
if (!preQuest || preQuest.status !== quest.status) {
|
||||
result.push(quest);
|
||||
}
|
||||
}
|
||||
|
||||
if (result.length === 0) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Does a provided quest have a level requirement equal to or below defined level
|
||||
* @param quest Quest to check
|
||||
* @param playerLevel level of player to test against quest
|
||||
* @returns true if quest can be seen/accepted by player of defined level
|
||||
*/
|
||||
protected playerLevelFulfillsQuestRequirement(quest: IQuest, playerLevel: number): boolean {
|
||||
if (!quest.conditions) {
|
||||
// No conditions
|
||||
return true;
|
||||
}
|
||||
|
||||
const levelConditions = this.questConditionHelper.getLevelConditions(quest.conditions.AvailableForStart);
|
||||
if (levelConditions.length) {
|
||||
for (const levelCondition of levelConditions) {
|
||||
if (!this.doesPlayerLevelFulfilCondition(playerLevel, levelCondition)) {
|
||||
// Not valid, exit out
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// All conditions passed / has no level requirement, valid
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -6,6 +6,7 @@ import { PlayerScavGenerator } from "@spt/generators/PlayerScavGenerator";
|
||||
import { HealthHelper } from "@spt/helpers/HealthHelper";
|
||||
import { InRaidHelper } from "@spt/helpers/InRaidHelper";
|
||||
import { ProfileHelper } from "@spt/helpers/ProfileHelper";
|
||||
import { QuestHelper } from "@spt/helpers/QuestHelper";
|
||||
import { TraderHelper } from "@spt/helpers/TraderHelper";
|
||||
import { ILocationBase } from "@spt/models/eft/common/ILocationBase";
|
||||
import { IPmcData } from "@spt/models/eft/common/IPmcData";
|
||||
@ -68,6 +69,7 @@ export class LocationLifecycleService {
|
||||
@inject("DatabaseService") protected databaseService: DatabaseService,
|
||||
@inject("InRaidHelper") protected inRaidHelper: InRaidHelper,
|
||||
@inject("HealthHelper") protected healthHelper: HealthHelper,
|
||||
@inject("QuestHelper") protected questHelper: QuestHelper,
|
||||
@inject("MatchBotDetailsCacheService") protected matchBotDetailsCacheService: MatchBotDetailsCacheService,
|
||||
@inject("PmcChatResponseService") protected pmcChatResponseService: PmcChatResponseService,
|
||||
@inject("PlayerScavGenerator") protected playerScavGenerator: PlayerScavGenerator,
|
||||
@ -618,6 +620,7 @@ export class LocationLifecycleService {
|
||||
locationName: string,
|
||||
): void {
|
||||
const postRaidProfile = request.results.profile;
|
||||
const preRaidProfileQuestDataClone = this.cloner.clone(pmcProfile.Quests);
|
||||
|
||||
// Update inventory
|
||||
this.inRaidHelper.setInventory(sessionId, pmcProfile, postRaidProfile, isSurvived, isTransfer);
|
||||
@ -629,14 +632,18 @@ export class LocationLifecycleService {
|
||||
pmcProfile.TaskConditionCounters = postRaidProfile.TaskConditionCounters;
|
||||
pmcProfile.SurvivorClass = postRaidProfile.SurvivorClass;
|
||||
pmcProfile.Achievements = postRaidProfile.Achievements;
|
||||
pmcProfile.Quests = this.processPostRaidQuests(postRaidProfile.Quests);
|
||||
pmcProfile.Quests = this.processPostRaidQuests(postRaidProfile.Quests, pmcProfile.Quests);
|
||||
|
||||
// Handle edge case - must occur AFTER processPostRaidQuests()
|
||||
this.lightkeeperQuestWorkaround(sessionId, postRaidProfile.Quests, preRaidProfileQuestDataClone, pmcProfile);
|
||||
|
||||
pmcProfile.WishList = postRaidProfile.WishList;
|
||||
|
||||
pmcProfile.Info.Experience = postRaidProfile.Info.Experience;
|
||||
|
||||
this.applyTraderStandingAdjustments(pmcProfile.TradersInfo, postRaidProfile.TradersInfo);
|
||||
|
||||
// Must occur after experience is set and stats copied over
|
||||
// Must occur AFTER experience is set and stats copied over
|
||||
pmcProfile.Stats.Eft.TotalSessionExperience = 0;
|
||||
|
||||
const fenceId = Traders.FENCE;
|
||||
@ -685,13 +692,53 @@ export class LocationLifecycleService {
|
||||
this.handleInsuredItemLostEvent(sessionId, pmcProfile, request, locationName);
|
||||
}
|
||||
|
||||
/**
|
||||
* In 0.15 Lightkeeper quests do not give rewards in PvE, this issue also occurs in spt
|
||||
* We check for newly completed Lk quests and run them through the servers `CompleteQuest` process
|
||||
* This rewards players with items + craft unlocks + new trader assorts
|
||||
* @param sessionId Session id
|
||||
* @param postRaidQuests Quest statuses post-raid
|
||||
* @param preRaidQuests Quest statuses pre-raid
|
||||
* @param pmcProfile Players profile
|
||||
*/
|
||||
protected lightkeeperQuestWorkaround(
|
||||
sessionId: string,
|
||||
postRaidQuests: IQuestStatus[],
|
||||
preRaidQuests: IQuestStatus[],
|
||||
pmcProfile: IPmcData,
|
||||
): void {
|
||||
// LK quests that were not completed before raid but now are
|
||||
const newlyCompletedLightkeeperQuests = postRaidQuests.filter(
|
||||
(postRaidQuest) =>
|
||||
postRaidQuest.status === QuestStatus.Success &&
|
||||
preRaidQuests.find(
|
||||
(preRaidQuest) =>
|
||||
preRaidQuest.qid === postRaidQuest.qid && preRaidQuest.status !== QuestStatus.Success,
|
||||
) &&
|
||||
this.databaseService.getQuests()[postRaidQuest.qid].traderId === Traders.LIGHTHOUSEKEEPER,
|
||||
);
|
||||
|
||||
// Run server complete quest process to ensure player gets rewards
|
||||
for (const questToComplete of newlyCompletedLightkeeperQuests) {
|
||||
this.questHelper.completeQuest(
|
||||
pmcProfile,
|
||||
{ Action: "CompleteQuest", qid: questToComplete.qid, removeExcessItems: false },
|
||||
sessionId,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert post-raid quests into correct format
|
||||
* Quest status comes back as a string version of the enum `Success`, not the expected value of 1
|
||||
* @param questsToProcess
|
||||
* @param questsToProcess quests data from client
|
||||
* @param preRaidQuestStatuses quest data from before raid
|
||||
* @returns IQuestStatus
|
||||
*/
|
||||
protected processPostRaidQuests(questsToProcess: IQuestStatus[]): IQuestStatus[] {
|
||||
protected processPostRaidQuests(
|
||||
questsToProcess: IQuestStatus[],
|
||||
preRaidQuestStatuses: IQuestStatus[],
|
||||
): IQuestStatus[] {
|
||||
for (const quest of questsToProcess) {
|
||||
quest.status = Number(QuestStatus[quest.status]);
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user