704 lines
30 KiB
TypeScript
704 lines
30 KiB
TypeScript
import { inject, injectable } from "tsyringe";
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import { DialogueHelper } from "../helpers/DialogueHelper";
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import { ItemHelper } from "../helpers/ItemHelper";
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import { ProfileHelper } from "../helpers/ProfileHelper";
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import { QuestConditionHelper } from "../helpers/QuestConditionHelper";
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import { QuestHelper } from "../helpers/QuestHelper";
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import { TraderHelper } from "../helpers/TraderHelper";
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import { IPmcData } from "../models/eft/common/IPmcData";
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import { Quest } from "../models/eft/common/tables/IBotBase";
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import { Item } from "../models/eft/common/tables/IItem";
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import { AvailableForConditions, IQuest, Reward } from "../models/eft/common/tables/IQuest";
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import { IRepeatableQuest } from "../models/eft/common/tables/IRepeatableQuests";
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import { IItemEventRouterResponse } from "../models/eft/itemEvent/IItemEventRouterResponse";
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import { IAcceptQuestRequestData } from "../models/eft/quests/IAcceptQuestRequestData";
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import { ICompleteQuestRequestData } from "../models/eft/quests/ICompleteQuestRequestData";
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import { IFailQuestRequestData } from "../models/eft/quests/IFailQuestRequestData";
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import { IHandoverQuestRequestData } from "../models/eft/quests/IHandoverQuestRequestData";
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import { ConfigTypes } from "../models/enums/ConfigTypes";
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import { MessageType } from "../models/enums/MessageType";
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import { QuestStatus } from "../models/enums/QuestStatus";
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import { SeasonalEventType } from "../models/enums/SeasonalEventType";
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import { IQuestConfig } from "../models/spt/config/IQuestConfig";
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import { ILogger } from "../models/spt/utils/ILogger";
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import { EventOutputHolder } from "../routers/EventOutputHolder";
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import { ConfigServer } from "../servers/ConfigServer";
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import { DatabaseServer } from "../servers/DatabaseServer";
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import { LocaleService } from "../services/LocaleService";
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import { LocalisationService } from "../services/LocalisationService";
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import { MailSendService } from "../services/MailSendService";
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import { PlayerService } from "../services/PlayerService";
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import { SeasonalEventService } from "../services/SeasonalEventService";
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import { HttpResponseUtil } from "../utils/HttpResponseUtil";
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import { TimeUtil } from "../utils/TimeUtil";
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@injectable()
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export class QuestController
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{
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protected questConfig: IQuestConfig;
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constructor(
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@inject("WinstonLogger") protected logger: ILogger,
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@inject("TimeUtil") protected timeUtil: TimeUtil,
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@inject("HttpResponseUtil") protected httpResponseUtil: HttpResponseUtil,
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@inject("EventOutputHolder") protected eventOutputHolder: EventOutputHolder,
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@inject("DatabaseServer") protected databaseServer: DatabaseServer,
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@inject("ItemHelper") protected itemHelper: ItemHelper,
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@inject("DialogueHelper") protected dialogueHelper: DialogueHelper,
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@inject("MailSendService") protected mailSendService: MailSendService,
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@inject("ProfileHelper") protected profileHelper: ProfileHelper,
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@inject("TraderHelper") protected traderHelper: TraderHelper,
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@inject("QuestHelper") protected questHelper: QuestHelper,
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@inject("QuestConditionHelper") protected questConditionHelper: QuestConditionHelper,
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@inject("PlayerService") protected playerService: PlayerService,
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@inject("LocaleService") protected localeService: LocaleService,
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@inject("SeasonalEventService") protected seasonalEventService: SeasonalEventService,
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@inject("LocalisationService") protected localisationService: LocalisationService,
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@inject("ConfigServer") protected configServer: ConfigServer
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)
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{
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this.questConfig = this.configServer.getConfig(ConfigTypes.QUEST);
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}
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/**
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* Handle client/quest/list
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* Get all quests visible to player
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* Exclude quests with incomplete preconditions (level/loyalty)
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* @param sessionID session id
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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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{
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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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{
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// Player already accepted the quest, show it regardless of status
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if (profile.Quests.some(x => x.qid === quest._id))
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{
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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.questIsForOtherSide(profile.Info.Side, quest._id))
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{
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continue;
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}
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if (!this.showEventQuestToPlayer(quest._id))
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{
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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.playerLevelFulfillsQuestRequrement(quest, profile.Info.Level))
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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(quest.conditions.AvailableForStart);
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// Quest has no conditions or loyalty conditions, add to visible quest list
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if (questRequirements.length === 0 && loyaltyRequirements.length === 0)
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{
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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 condition of questRequirements)
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{
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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 previousQuest = profile.Quests.find(pq => pq.qid === condition._props.target);
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if (!previousQuest)
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{
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haveCompletedPreviousQuest = false;
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break;
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}
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// If previous is in user profile, check condition requirement and current status
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if (condition._props.status.includes(previousQuest.status))
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{
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continue;
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}
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// Chemical fix: "Started" Status is catered for above. This will include it just if it's started.
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// but maybe this is better:
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// if ((condition._props.status[0] === QuestStatus.Started)
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// && (previousQuest.status === "AvailableForFinish" || previousQuest.status === "Success")
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if ((condition._props.status[0] === QuestStatus.Started))
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{
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const statusName = Object.keys(QuestStatus)[condition._props.status[0]];
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this.logger.debug(`[QUESTS]: fix for polikhim bug: ${quest._id} (${this.questHelper.getQuestNameFromLocale(quest._id)}) ${condition._props.status[0]}, ${statusName} != ${previousQuest.status}`);
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continue;
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}
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haveCompletedPreviousQuest = false;
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break;
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}
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let passesLoyaltyRequirements = true;
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for (const condition of loyaltyRequirements)
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{
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if (!this.questHelper.traderStandingRequirementCheck(condition._props, profile))
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{
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passesLoyaltyRequirements = false;
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break;
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}
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}
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if (haveCompletedPreviousQuest && passesLoyaltyRequirements)
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{
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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 playerLevelFulfillsQuestRequrement(quest: IQuest, playerLevel: number): boolean
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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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{
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for (const levelCondition of levelConditions)
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{
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if (!this.questHelper.doesPlayerLevelFulfilCondition(playerLevel, levelCondition))
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{
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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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}
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/**
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* Should a quest be shown to the player in trader quest screen
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* @param questId Quest to check
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* @returns true = show to player
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*/
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protected showEventQuestToPlayer(questId: string): boolean
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{
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const isChristmasEventActive = this.seasonalEventService.christmasEventEnabled();
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const isHalloweenEventActive = this.seasonalEventService.halloweenEventEnabled();
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// Not christmas + quest is for christmas
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if (!isChristmasEventActive && this.seasonalEventService.isQuestRelatedToEvent(questId, SeasonalEventType.CHRISTMAS))
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{
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return false;
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}
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// Not halloween + quest is for halloween
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if (!isHalloweenEventActive && this.seasonalEventService.isQuestRelatedToEvent(questId, SeasonalEventType.HALLOWEEN))
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{
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return false;
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}
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// Should non-season event quests be shown to player
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if (!this.questConfig.showNonSeasonalEventQuests && this.seasonalEventService.isQuestRelatedToEvent(questId, SeasonalEventType.NONE))
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{
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return false;
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}
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return true;
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}
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/**
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* Is the quest for the opposite side the player is on
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* @param playerSide Player side (usec/bear)
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* @param questId QuestId to check
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*/
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protected questIsForOtherSide(playerSide: string, questId: string): boolean
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{
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const isUsec = playerSide.toLowerCase() === "usec";
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if (isUsec && this.questConfig.bearOnlyQuests.includes(questId))
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{
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// player is usec and quest is bear only, skip
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return true;
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}
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if (!isUsec && this.questConfig.usecOnlyQuests.includes(questId))
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{
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// player is bear and quest is usec only, skip
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return true;
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}
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return false;
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}
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/**
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* Handle QuestAccept event
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* Handle the client accepting a quest and starting it
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* Send starting rewards if any to player and
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* Send start notification if any to player
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* @param pmcData Profile to update
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* @param acceptedQuest Quest accepted
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* @param sessionID Session id
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* @returns client response
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*/
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public acceptQuest(pmcData: IPmcData, acceptedQuest: IAcceptQuestRequestData, sessionID: string): IItemEventRouterResponse
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{
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const acceptQuestResponse = this.eventOutputHolder.getOutput(sessionID);
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const startedState = QuestStatus.Started;
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const newQuest = this.questHelper.getQuestReadyForProfile(pmcData, startedState, acceptedQuest);
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// Does quest exist in profile
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if (pmcData.Quests.find(x => x.qid === acceptedQuest.qid))
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{
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// Update existing
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this.questHelper.updateQuestState(pmcData, QuestStatus.Started, acceptedQuest.qid);
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}
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else
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{
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// Add new quest to server profile
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pmcData.Quests.push(newQuest);
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}
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// Create a dialog message for starting the quest.
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// Note that for starting quests, the correct locale field is "description", not "startedMessageText".
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const questFromDb = this.questHelper.getQuestFromDb(acceptedQuest.qid, pmcData);
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// Get messageId of text to send to player as text message in game
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const messageId = this.questHelper.getMessageIdForQuestStart(questFromDb.startedMessageText, questFromDb.description);
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const startedQuestRewards = this.questHelper.applyQuestReward(pmcData, acceptedQuest.qid, QuestStatus.Started, sessionID, acceptQuestResponse);
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this.mailSendService.sendLocalisedNpcMessageToPlayer(
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sessionID,
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this.traderHelper.getTraderById(questFromDb.traderId),
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MessageType.QUEST_START,
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messageId,
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startedQuestRewards,
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this.timeUtil.getHoursAsSeconds(this.questConfig.redeemTime));
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acceptQuestResponse.profileChanges[sessionID].quests = this.questHelper.acceptedUnlocked(acceptedQuest.qid, sessionID);
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return acceptQuestResponse;
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}
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/**
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* Handle the client accepting a repeatable quest and starting it
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* Send starting rewards if any to player and
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* Send start notification if any to player
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* @param pmcData Profile to update with new quest
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* @param acceptedQuest Quest being accepted
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* @param sessionID Session id
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* @returns IItemEventRouterResponse
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*/
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public acceptRepeatableQuest(pmcData: IPmcData, acceptedQuest: IAcceptQuestRequestData, sessionID: string): IItemEventRouterResponse
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{
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const acceptQuestResponse = this.eventOutputHolder.getOutput(sessionID);
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const state = QuestStatus.Started;
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const newQuest = this.questHelper.getQuestReadyForProfile(pmcData, state, acceptedQuest);
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pmcData.Quests.push(newQuest);
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const repeatableQuestProfile = this.getRepeatableQuestFromProfile(pmcData, acceptedQuest);
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if (!repeatableQuestProfile)
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{
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this.logger.error(this.localisationService.getText("repeatable-accepted_repeatable_quest_not_found_in_active_quests", acceptedQuest.qid));
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throw new Error(this.localisationService.getText("repeatable-unable_to_accept_quest_see_log"));
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}
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const locale = this.localeService.getLocaleDb();
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const questStartedMessageKey = this.questHelper.getMessageIdForQuestStart(repeatableQuestProfile.startedMessageText, repeatableQuestProfile.description);
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// Can be started text or description text based on above function result
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let questStartedMessageText = locale[questStartedMessageKey];
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// TODO: remove this whole if statement, possibly not required?
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if (!questStartedMessageText)
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{
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this.logger.debug(`Unable to accept quest ${acceptedQuest.qid}, cannot find the quest started message text with id ${questStartedMessageKey}. attempting to find it in en locale instead`);
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// For some reason non-en locales dont have repeatable quest ids, fall back to en and grab it if possible
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const enLocale = this.databaseServer.getTables().locales.global["en"];
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questStartedMessageText = enLocale[repeatableQuestProfile.startedMessageText];
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if (!questStartedMessageText)
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{
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this.logger.error(this.localisationService.getText("repeatable-unable_to_accept_quest_starting_message_not_found", {questId: acceptedQuest.qid, messageId: questStartedMessageKey}));
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return this.httpResponseUtil.appendErrorToOutput(acceptQuestResponse, this.localisationService.getText("repeatable-unable_to_accept_quest_see_log"));
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}
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}
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const questRewards = this.questHelper.getQuestRewardItems(<IQuest><unknown>repeatableQuestProfile, state);
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this.mailSendService.sendLocalisedNpcMessageToPlayer(
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sessionID,
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this.traderHelper.getTraderById(repeatableQuestProfile.traderId),
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MessageType.QUEST_START,
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questStartedMessageKey,
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questRewards,
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this.timeUtil.getHoursAsSeconds(this.questConfig.redeemTime));
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acceptQuestResponse.profileChanges[sessionID].quests = this.questHelper.acceptedUnlocked(acceptedQuest.qid, sessionID);
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return acceptQuestResponse;
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}
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/**
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* Look for an accepted quest inside player profile, return matching
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* @param pmcData Profile to search through
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* @param acceptedQuest Quest to search for
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* @returns IRepeatableQuest
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*/
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protected getRepeatableQuestFromProfile(pmcData: IPmcData, acceptedQuest: IAcceptQuestRequestData): IRepeatableQuest
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{
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for (const repeatableQuest of pmcData.RepeatableQuests)
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{
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const matchingQuest = repeatableQuest.activeQuests.find(x => x._id === acceptedQuest.qid);
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if (matchingQuest)
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{
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this.logger.debug(`Accepted repeatable quest ${acceptedQuest.qid} from ${repeatableQuest.name}`);
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return matchingQuest;
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}
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}
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return undefined;
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}
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/**
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* Handle QuestComplete event
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* Update completed quest in profile
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* Add newly unlocked quests to profile
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* Also recalculate their level due to exp rewards
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* @param pmcData Player profile
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* @param body Completed quest request
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* @param sessionID Session id
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* @returns ItemEvent client response
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*/
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public completeQuest(pmcData: IPmcData, body: ICompleteQuestRequestData, sessionID: string): IItemEventRouterResponse
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{
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const completeQuestResponse = this.eventOutputHolder.getOutput(sessionID);
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const completedQuestId = body.qid;
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const beforeQuests = 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(pmcData, body.qid, newQuestState, sessionID, completeQuestResponse);
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// Check if any of linked quest is failed, and that is unrestartable.
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const questsToFail = this.getQuestsFailedByCompletingQuest(completedQuestId);
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if (questsToFail && questsToFail.length > 0)
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{
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this.failQuests(sessionID, pmcData, questsToFail);
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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 to client response
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const questDelta = this.questHelper.getDeltaQuests(beforeQuests, this.getClientQuests(sessionID));
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completeQuestResponse.profileChanges[sessionID].quests = questDelta;
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this.addTimeLockedQuestsToProfile(pmcData, questDelta, body.qid);
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// Update trader info data on response
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Object.assign(completeQuestResponse.profileChanges[sessionID].traderRelations, pmcData.TradersInfo);
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// Check if it's a repeatable quest. If so remove from Quests and repeatable.activeQuests list to repeatable.inactiveQuests
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for (const currentRepeatable of pmcData.RepeatableQuests)
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{
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const repeatableQuest = currentRepeatable.activeQuests.find(x => x._id === completedQuestId);
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if (repeatableQuest)
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{
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currentRepeatable.activeQuests = currentRepeatable.activeQuests.filter(x => x._id !== completedQuestId);
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currentRepeatable.inactiveQuests.push(repeatableQuest);
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}
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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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* 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(sessionID: string, pmcData: IPmcData, completedQuestId: string, questRewards: Reward[]): void
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{
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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.questConfig.redeemTime));
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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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{
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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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{
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// If newly available quest has prereq of completed quest + availableAfter value > 0 (quest has wait time)
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const nextQuestWaitCondition = quest.conditions.AvailableForStart.find(x => x._props.target === completedQuestId && x._props.availableAfter > 0);
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if (nextQuestWaitCondition)
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{
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const availableAfterTimestamp = this.timeUtil.getTimestamp() + nextQuestWaitCondition._props.availableAfter;
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|
|
// Add/update quest to profile with status of AvailableAfter
|
|
const existingQuestInProfile = pmcData.Quests.find(x => x.qid === quest._id);
|
|
if (existingQuestInProfile)
|
|
{
|
|
existingQuestInProfile.availableAfter = availableAfterTimestamp;
|
|
existingQuestInProfile.status = QuestStatus.Locked;
|
|
existingQuestInProfile.startTime = 0;
|
|
existingQuestInProfile.statusTimers = {};
|
|
|
|
continue;
|
|
}
|
|
|
|
pmcData.Quests.push({
|
|
qid: quest._id,
|
|
startTime: 0,
|
|
status: QuestStatus.Locked,
|
|
statusTimers: {},
|
|
availableAfter: availableAfterTimestamp
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns a list of quests that should be failed when a quest is completed
|
|
* @param completedQuestId quest completed id
|
|
* @returns array of quests
|
|
*/
|
|
protected getQuestsFailedByCompletingQuest(completedQuestId: string): IQuest[]
|
|
{
|
|
return this.questHelper.getQuestsFromDb().filter((x) =>
|
|
{
|
|
// No fail conditions, exit early
|
|
if (!x.conditions.Fail || x.conditions.Fail.length === 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for (const failCondition of x.conditions.Fail)
|
|
{
|
|
if (failCondition._props.target === completedQuestId)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Fail the quests provided
|
|
* 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
|
|
*/
|
|
protected failQuests(sessionID: string, pmcData: IPmcData, questsToFail: IQuest[]): void
|
|
{
|
|
for (const questToFail of questsToFail)
|
|
{
|
|
if (questToFail.conditions.Fail[0]._props.status[0] !== QuestStatus.Success)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const isActiveQuestInPlayerProfile = pmcData.Quests.find(y => y.qid === questToFail._id);
|
|
if (isActiveQuestInPlayerProfile)
|
|
{
|
|
const failBody: IFailQuestRequestData = {
|
|
Action: "QuestComplete",
|
|
qid: questToFail._id,
|
|
removeExcessItems: true
|
|
};
|
|
this.questHelper.failQuest(pmcData, failBody, sessionID);
|
|
}
|
|
else
|
|
{
|
|
const questData: Quest = {
|
|
qid: questToFail._id,
|
|
startTime: this.timeUtil.getTimestamp(),
|
|
status: QuestStatus.Fail
|
|
};
|
|
pmcData.Quests.push(questData);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle QuestHandover event
|
|
* @param pmcData Player profile
|
|
* @param handoverQuestRequest handover item request
|
|
* @param sessionID Session id
|
|
* @returns IItemEventRouterResponse
|
|
*/
|
|
public handoverQuest(pmcData: IPmcData, handoverQuestRequest: IHandoverQuestRequestData, sessionID: string): IItemEventRouterResponse
|
|
{
|
|
const quest = this.questHelper.getQuestFromDb(handoverQuestRequest.qid, pmcData);
|
|
const handoverQuestTypes = ["HandoverItem", "WeaponAssembly"];
|
|
const output = this.eventOutputHolder.getOutput(sessionID);
|
|
|
|
let isItemHandoverQuest = true;
|
|
let handedInCount = 0;
|
|
|
|
// Decrement number of items handed in
|
|
let handoverRequirements: AvailableForConditions;
|
|
for (const condition of quest.conditions.AvailableForFinish)
|
|
{
|
|
if (condition._props.id === handoverQuestRequest.conditionId && handoverQuestTypes.includes(condition._parent))
|
|
{
|
|
handedInCount = Number.parseInt(<string>condition._props.value);
|
|
isItemHandoverQuest = condition._parent === handoverQuestTypes[0];
|
|
handoverRequirements = condition;
|
|
|
|
const profileCounter = (handoverQuestRequest.conditionId in pmcData.BackendCounters)
|
|
? pmcData.BackendCounters[handoverQuestRequest.conditionId].value
|
|
: 0;
|
|
handedInCount -= profileCounter;
|
|
|
|
if (handedInCount <= 0)
|
|
{
|
|
this.logger.error(this.localisationService.getText("repeatable-quest_handover_failed_condition_already_satisfied", {questId: handoverQuestRequest.qid, conditionId: handoverQuestRequest.conditionId, profileCounter: profileCounter, value: handedInCount}));
|
|
|
|
return output;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (isItemHandoverQuest && handedInCount === 0)
|
|
{
|
|
return this.showRepeatableQuestInvalidConditionError(handoverQuestRequest, output);
|
|
}
|
|
|
|
let totalItemCountToRemove = 0;
|
|
for (const itemHandover of handoverQuestRequest.items)
|
|
{
|
|
const matchingItemInProfile = pmcData.Inventory.items.find(x => x._id === itemHandover.id);
|
|
if (!handoverRequirements._props.target.includes(matchingItemInProfile._tpl))
|
|
{
|
|
// Item handed in by player doesnt match what was requested
|
|
return this.showQuestItemHandoverMatchError(handoverQuestRequest, matchingItemInProfile, handoverRequirements, output);
|
|
}
|
|
|
|
// Remove the right quantity of given items
|
|
const itemCountToRemove = Math.min(itemHandover.count, handedInCount - totalItemCountToRemove);
|
|
totalItemCountToRemove += itemCountToRemove;
|
|
if (itemHandover.count - itemCountToRemove > 0)
|
|
{
|
|
// Remove single item with no children
|
|
this.questHelper.changeItemStack(pmcData, itemHandover.id, itemHandover.count - itemCountToRemove, sessionID, output);
|
|
if (totalItemCountToRemove === handedInCount)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Remove item with children
|
|
const toRemove = this.itemHelper.findAndReturnChildrenByItems(pmcData.Inventory.items, itemHandover.id);
|
|
let index = pmcData.Inventory.items.length;
|
|
|
|
// Important: don't tell the client to remove the attachments, it will handle it
|
|
output.profileChanges[sessionID].items.del.push({ "_id": itemHandover.id });
|
|
|
|
// Important: loop backward when removing items from the array we're looping on
|
|
while (index-- > 0)
|
|
{
|
|
if (toRemove.includes(pmcData.Inventory.items[index]._id))
|
|
{
|
|
pmcData.Inventory.items.splice(index, 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
this.updateProfileBackendCounterValue(pmcData, handoverQuestRequest.conditionId, handoverQuestRequest.qid, totalItemCountToRemove);
|
|
|
|
return output;
|
|
}
|
|
|
|
/**
|
|
* Show warning to user and write to log that repeatable quest failed a condition check
|
|
* @param handoverQuestRequest Quest request
|
|
* @param output Response to send to user
|
|
* @returns IItemEventRouterResponse
|
|
*/
|
|
protected showRepeatableQuestInvalidConditionError(handoverQuestRequest: IHandoverQuestRequestData, output: IItemEventRouterResponse): IItemEventRouterResponse
|
|
{
|
|
const errorMessage = this.localisationService.getText("repeatable-quest_handover_failed_condition_invalid", { questId: handoverQuestRequest.qid, conditionId: handoverQuestRequest.conditionId });
|
|
this.logger.error(errorMessage);
|
|
|
|
return this.httpResponseUtil.appendErrorToOutput(output, errorMessage);
|
|
}
|
|
|
|
/**
|
|
* Show warning to user and write to log quest item handed over did not match what is required
|
|
* @param handoverQuestRequest Quest request
|
|
* @param itemHandedOver Non-matching item found
|
|
* @param handoverRequirements Quest handover requirements
|
|
* @param output Response to send to user
|
|
* @returns IItemEventRouterResponse
|
|
*/
|
|
protected showQuestItemHandoverMatchError(handoverQuestRequest: IHandoverQuestRequestData, itemHandedOver: Item, handoverRequirements: AvailableForConditions, output: IItemEventRouterResponse): IItemEventRouterResponse
|
|
{
|
|
const errorMessage = this.localisationService.getText("quest-handover_wrong_item", { questId: handoverQuestRequest.qid, handedInTpl: itemHandedOver._tpl, requiredTpl: handoverRequirements._props.target[0] });
|
|
this.logger.error(errorMessage);
|
|
|
|
return this.httpResponseUtil.appendErrorToOutput(output, errorMessage);
|
|
}
|
|
|
|
/**
|
|
* Increment a backend counter stored value by an amount,
|
|
* Create counter if it does not exist
|
|
* @param pmcData Profile to find backend counter in
|
|
* @param conditionId backend counter id to update
|
|
* @param questId quest id counter is associated with
|
|
* @param counterValue value to increment the backend counter with
|
|
*/
|
|
protected updateProfileBackendCounterValue(pmcData: IPmcData, conditionId: string, questId: string, counterValue: number): void
|
|
{
|
|
if (pmcData.BackendCounters[conditionId] !== undefined)
|
|
{
|
|
pmcData.BackendCounters[conditionId].value += counterValue;
|
|
return;
|
|
}
|
|
|
|
pmcData.BackendCounters[conditionId] = {
|
|
"id": conditionId,
|
|
"qid": questId,
|
|
"value": counterValue };
|
|
}
|
|
} |