sodoff/src/Services/MissionService.cs
YoshiCraft64 cecaa50610
support for old ("steps") missions (#20)
* add support for old missions API (aka "steps missions")
* config option to disable loading non SoD Data (used only for missions and achievements for now)
* make AuthenticateUser endpoint compatible with games that use e-mail as login
* add api keys for lands
* add GetGameCurrency endpoint
* allow create empty stores and add store "8" (empty)

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Co-authored-by: Robert Paciorek <robert@opcode.eu.org>
2025-02-13 22:58:19 +01:00

285 lines
12 KiB
C#
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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<int> userMissionsCompletedIds = new();
List<UserMissionDataMission> missions = new();
// get all initiated missions
List<Model.UserMissionData> 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<Model.UserMissionData> 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<UserBadgeCompleteData> userBadgesCompleted = viking.UserBadgesCompleted.ToList();
List<int> completedBadgeIds = new List<int>();
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<MissionCompletedResult> 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<MissionCompletedResult> 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<Model.TaskStatus> 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<MissionState>();
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);
}
}