using sodoff.Model; using sodoff.Schema; using sodoff.Util; using System.Runtime.Serialization.Formatters.Binary; using System.Threading.Tasks; namespace sodoff.Services; public class MissionService { private readonly DBContext ctx; private MissionStoreSingleton missionStore; private AchievementService achievementService; public MissionService(DBContext ctx, MissionStoreSingleton missionStore, AchievementService achievementService) { this.ctx = ctx; this.missionStore = missionStore; this.achievementService = achievementService; } public Mission GetMissionWithProgress(int missionId, int userId, uint gameVersion) { Mission mission = null; if (missionId == 999) { // TODO This is not a pretty solution with hard-coded values. if (gameVersion < 0xa2a03a0a) { mission = missionStore.GetMission(30999); } else if (gameVersion < 0xa3a03a0a) { mission = missionStore.GetMission(20999); } else if (gameVersion <= 0xa3a23a0a) { mission = missionStore.GetMission(10999); } } else if (missionId == 1044 && gameVersion == ClientVersion.MaM) { mission = missionStore.GetMission(11044); } else if (missionId == 1074 && gameVersion == ClientVersion.MaM) { mission = missionStore.GetMission(11074); } if (mission is null) { mission = missionStore.GetMission(missionId); } else { // mission use overwrite variant ... so we need fix MissionID mission.MissionID = missionId; } // move expansion board missions to Headmaster for old versions if (mission.GroupID == 61 && gameVersion <= 0xa3a23a0a) { mission.GroupID = 6; foreach (var m in mission.Missions) { if (mission.GroupID == 61) mission.GroupID = 6; } } UpdateMissionRecursive(mission, userId); return mission; } public Schema.UserMissionData GetUserMissionData(Viking viking, int worldId) { Schema.UserMissionData umdRes = new(); // instantiate schema lists and int lists List userMissionsCompletedIds = new(); List missions = new(); // get all initiated missions List vikingUmds = viking.UserMissions.Where(e => e.WorldId == worldId).ToList(); foreach (Model.UserMissionData mission in vikingUmds) { missions.Add(new UserMissionDataMission { MissionId = mission.MissionId, Step = new UserMissionDataMissionStep[] { new UserMissionDataMissionStep { // NOTE: we store in database only last StepId and TaskId – this is different behavior than og StepId = mission.StepId, TaskId = new int[] {mission.TaskId} }} }); } // add completed mission id's to usermissionscompletedids List vikingCompletedUmds = vikingUmds.Where(e => e.IsCompleted == true).ToList(); foreach (Model.UserMissionData mission in vikingCompletedUmds) { userMissionsCompletedIds.Add(mission.MissionId); } // construct response umdRes.Mission = missions.ToArray(); umdRes.MissionComplete = userMissionsCompletedIds.ToArray(); // return return umdRes; } public UserBadge GetUserBadgesCompleted(Viking viking) { // get badges List userBadgesCompleted = viking.UserBadgesCompleted.ToList(); List completedBadgeIds = new List(); foreach (var userBadge in userBadgesCompleted) { completedBadgeIds.Add(userBadge.BadgeId); } return new UserBadge { BadgeId = completedBadgeIds.ToArray() }; } public void SetOrUpdateUserMissionData(Viking viking, int worldId, int missionId, int stepId, int taskId) { // find any existing records of this mission Model.UserMissionData? missionData = viking.UserMissions.Where(e => e.WorldId == worldId) .Where(e => e.MissionId == missionId) .FirstOrDefault(); if (missionData != null) { missionData.StepId = stepId; missionData.TaskId = taskId; } else { viking.UserMissions.Add(new Model.UserMissionData() { WorldId = worldId, MissionId = missionId, StepId = stepId, TaskId = taskId }); } ctx.SaveChanges(); } public bool SetUserMissionCompleted(Viking viking, int worldId, int missionId, bool isCompleted) { Model.UserMissionData? mission = viking.UserMissions.Where(e => e.WorldId == worldId) .Where(e => e.MissionId == missionId) .FirstOrDefault(); if (mission != null) { // set mission complete mission.IsCompleted = isCompleted; // add jumpstars for completing the mission if (isCompleted) achievementService.AddAchievementPoints(viking, AchievementPointTypes.PlayerXP, 25); // hardcoding earning 25 for now ctx.SaveChanges(); return true; } return false; } public bool SetUserBadgeComplete(Viking viking, int gameId) { // add completed badge to database UserBadgeCompleteData userBadgeCompleteData = new() { BadgeId = gameId }; viking.UserBadgesCompleted.Add(userBadgeCompleteData); ctx.SaveChanges(); return true; } public List UpdateTaskProgress(int missionId, int taskId, int userId, bool completed, string xmlPayload, uint gameVersion) { SetTaskProgressDB(missionId, taskId, userId, completed, xmlPayload); // NOTE: This won't work if a mission can be completed by completing an inner mission // Let's have a mission with ID = 1 // The mission has an inner inner mission with ID = 2 // All tasks in mission 1 are completed // When the last task of mission 2 is completed the client sends SetTaskState with missionId = 2 // Mission 2 gets completed which should also complete mission 1 because all tasks and missions are now completed // But there's no way of knowing that with the current data structures // At the moment, I don't know if a mission can be completed this way // I do know that outer missions have inner missions as RuleItems, and if the RuleItem is supposed to be "complete" and it isn't, the quest breaks when the player quits the game and loads the quest again List result = new(); if (completed) { Mission mission = GetMissionWithProgress(missionId, userId, gameVersion); if (MissionCompleted(mission)) { // Update mission from active to completed Viking viking = ctx.Vikings.FirstOrDefault(x => x.Id == userId)!; MissionState? missionState = viking.MissionStates.FirstOrDefault(x => x.MissionId == missionId); if (missionState != null && missionState.MissionStatus == MissionStatus.Active) { if (mission.Repeatable || mission.GroupID == 9 || mission.GroupID == 17 || mission.GroupID == 19) { // JobBoard (fish and farm) and Cauldron missions are repeatable also // NOTE: This won't work if repeatable mission use sub-missions, but SoD doesn't have those repeatable mission // NOTE: Repeatable missions needs re-login to work correctly (this looks like og bug) // probably due to client-side cache of task payload / status var taskStatuses = ctx.TaskStatuses.Where(e => e.VikingId == userId && e.MissionId == missionId); foreach (var task in taskStatuses) { task.Payload = null; task.Completed = false; } if (missionStore.GetActiveMissions(gameVersion).Contains(missionId)) missionState.MissionStatus = MissionStatus.Active; else missionState.MissionStatus = MissionStatus.Upcoming; } else { missionState.MissionStatus = MissionStatus.Completed; } missionState.UserAccepted = null; } var rewards = achievementService.ApplyAchievementRewards(viking, mission.Rewards.ToArray()); ctx.SaveChanges(); // Get mission rewards result.Add(new MissionCompletedResult { MissionID = missionId, Rewards = rewards }); } } return result; } private void UpdateMissionRecursive(Mission mission, int userId) { List taskStatuses = ctx.TaskStatuses.Where(e => e.VikingId == userId && e.MissionId == mission.MissionID).ToList(); // Update mission rules and tasks foreach (var task in taskStatuses) { // Rules have two types - task and mission RuleItem? rule = mission.MissionRule.Criteria.RuleItems.Find(x => x.ID == task.Id && x.Type == RuleItemType.Task); if (rule != null && task.Completed) rule.Complete = 1; Schema.Task? t = mission.Tasks.Find(x => x.TaskID == task.Id); if (t != null) { if (task.Completed) t.Completed = 1; t.Payload = task.Payload; } } // Update all inner missions // Update rules with missions foreach (var innerMission in mission.Missions) { UpdateMissionRecursive(innerMission, userId); if (innerMission.Completed == 1) { RuleItem? rule = mission.MissionRule.Criteria.RuleItems.Find(x => x.ID == innerMission.MissionID && x.Type == RuleItemType.Mission); if (rule != null) rule.Complete = 1; } } if (MissionCompleted(mission)) mission.Completed = 1; } public void SetUpMissions(Viking viking, uint gameVersion) { viking.MissionStates = new List(); foreach (int m in missionStore.GetActiveMissions(gameVersion)) { viking.MissionStates.Add(new MissionState { MissionId = m, MissionStatus = MissionStatus.Active }); } foreach (int m in missionStore.GetUpcomingMissions(gameVersion)) { viking.MissionStates.Add(new MissionState { MissionId = m, MissionStatus = MissionStatus.Upcoming }); } } private void SetTaskProgressDB(int missionId, int taskId, int userId, bool completed, string xmlPayload) { Model.TaskStatus? status = ctx.TaskStatuses.FirstOrDefault(task => task.Id == taskId && task.MissionId == missionId && task.VikingId == userId); if (status is null) { status = new Model.TaskStatus { Id = taskId, MissionId = missionId, VikingId = userId, Payload = xmlPayload, Completed = completed }; ctx.TaskStatuses.Add(status); } else { status.Payload = xmlPayload; if (!status.Completed) status.Completed = completed; // NOTE: Lab missions update the payload after the task is marked as completed with the completed flag set to false. The official servers ignore this flag when it's already been set to true } ctx.SaveChanges(); } private bool MissionCompleted(Mission mission) { if (mission.MissionRule.Criteria.Type == "some") return mission.MissionRule.Criteria.RuleItems.Any(x => x.Complete == 1); else return mission.MissionRule.Criteria.RuleItems.All(x => x.Complete == 1); } }