Added workaround for LK quests not completing correctly in PvE

This commit is contained in:
Dev 2024-10-24 22:45:42 +01:00
parent e7ebdab3f0
commit 3818388893
3 changed files with 460 additions and 398 deletions

View File

@ -5,7 +5,6 @@ import { QuestConditionHelper } from "@spt/helpers/QuestConditionHelper";
import { QuestHelper } from "@spt/helpers/QuestHelper";
import { TraderHelper } from "@spt/helpers/TraderHelper";
import { IPmcData } from "@spt/models/eft/common/IPmcData";
import { IQuestStatus } from "@spt/models/eft/common/tables/IBotBase";
import { IItem } from "@spt/models/eft/common/tables/IItem";
import { IQuest, IQuestCondition } from "@spt/models/eft/common/tables/IQuest";
import { IPmcDataRepeatableQuest, IRepeatableQuest } from "@spt/models/eft/common/tables/IRepeatableQuests";
@ -65,151 +64,7 @@ export class QuestController {
* @returns array of IQuest
*/
public getClientQuests(sessionID: string): IQuest[] {
const questsToShowPlayer: IQuest[] = [];
const allQuests = this.questHelper.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.questHelper.questIsForOtherSide(profile.Info.Side, quest._id)) {
continue;
}
if (!this.questHelper.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.questHelper.traderLoyaltyLevelRequirementCheck(condition, profile)) {
passesLoyaltyRequirements = false;
break;
}
}
let passesStandingRequirements = true;
for (const condition of standingRequirements) {
if (!this.questHelper.traderStandingRequirementCheck(condition, profile)) {
passesStandingRequirements = false;
break;
}
}
if (haveCompletedPreviousQuest && passesLoyaltyRequirements && passesStandingRequirements) {
quest.sptStatus = QuestStatus.AvailableForStart;
questsToShowPlayer.push(quest);
}
}
return questsToShowPlayer;
}
/**
* 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.questHelper.doesPlayerLevelFulfilCondition(playerLevel, levelCondition)) {
// Not valid, exit out
return false;
}
}
}
// All conditions passed / has no level requirement, valid
return true;
return this.questHelper.getClientQuests(sessionID);
}
/**
@ -444,254 +299,7 @@ export class QuestController {
body: ICompleteQuestRequestData,
sessionID: string,
): IItemEventRouterResponse {
const completeQuestResponse = this.eventOutputHolder.getOutput(sessionID);
const completedQuest = this.questHelper.getQuestFromDb(body.qid, pmcData);
const preCompleteProfileQuests = this.cloner.clone(pmcData.Quests);
const completedQuestId = body.qid;
const clientQuestsClone = this.cloner.clone(this.getClientQuests(sessionID)); // Must be gathered prior to applyQuestReward() & failQuests()
const newQuestState = QuestStatus.Success;
this.questHelper.updateQuestState(pmcData, newQuestState, completedQuestId);
const questRewards = this.questHelper.applyQuestReward(
pmcData,
body.qid,
newQuestState,
sessionID,
completeQuestResponse,
);
// Check for linked failed + unrestartable quests (only get quests not already failed
const questsToFail = this.getQuestsFailedByCompletingQuest(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.questHelper.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;
}
/**
* Return a list of quests that would fail when supplied quest is completed
* @param completedQuestId quest completed id
* @returns array of IQuest objects
*/
protected getQuestsFailedByCompletingQuest(completedQuestId: string, pmcProfile: IPmcData): IQuest[] {
const questsInDb = this.questHelper.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));
});
}
/**
* 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;
}
/**
* 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.questHelper.getQuestFromDb(completedQuestId, pmcData);
this.mailSendService.sendLocalisedNpcMessageToPlayer(
sessionID,
this.traderHelper.getTraderById(quest.traderId),
MessageType.QUEST_SUCCESS,
quest.successMessageText,
questRewards,
this.timeUtil.getHoursAsSeconds(this.questHelper.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,
});
}
}
}
/**
* 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.questHelper.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);
}
}
return this.questHelper.completeQuest(pmcData, body, sessionID);
}
/**

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@ -12,6 +12,7 @@ import { IItem } from "@spt/models/eft/common/tables/IItem";
import { IQuest, IQuestCondition, IQuestReward } from "@spt/models/eft/common/tables/IQuest";
import { IItemEventRouterResponse } from "@spt/models/eft/itemEvent/IItemEventRouterResponse";
import { IAcceptQuestRequestData } from "@spt/models/eft/quests/IAcceptQuestRequestData";
import { ICompleteQuestRequestData } from "@spt/models/eft/quests/ICompleteQuestRequestData";
import { IFailQuestRequestData } from "@spt/models/eft/quests/IFailQuestRequestData";
import { ConfigTypes } from "@spt/models/enums/ConfigTypes";
import { MessageType } from "@spt/models/enums/MessageType";
@ -27,6 +28,7 @@ import { DatabaseService } from "@spt/services/DatabaseService";
import { LocaleService } from "@spt/services/LocaleService";
import { LocalisationService } from "@spt/services/LocalisationService";
import { MailSendService } from "@spt/services/MailSendService";
import { PlayerService } from "@spt/services/PlayerService";
import { SeasonalEventService } from "@spt/services/SeasonalEventService";
import { HashUtil } from "@spt/utils/HashUtil";
import { TimeUtil } from "@spt/utils/TimeUtil";
@ -55,6 +57,7 @@ export class QuestHelper {
@inject("TraderHelper") protected traderHelper: TraderHelper,
@inject("PresetHelper") protected presetHelper: PresetHelper,
@inject("MailSendService") protected mailSendService: MailSendService,
@inject("PlayerService") protected playerService: PlayerService,
@inject("ConfigServer") protected configServer: ConfigServer,
@inject("PrimaryCloner") protected cloner: ICloner,
) {
@ -1166,4 +1169,408 @@ export class QuestHelper {
return value;
}
public completeQuest(
pmcData: IPmcData,
body: ICompleteQuestRequestData,
sessionID: string,
): IItemEventRouterResponse {
const completeQuestResponse = this.eventOutputHolder.getOutput(sessionID);
const completedQuest = this.getQuestFromDb(body.qid, pmcData);
const preCompleteProfileQuests = this.cloner.clone(pmcData.Quests);
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;
}
}

View File

@ -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]);