eq2go/internal/player/quest_management.go

406 lines
11 KiB
Go

package player
import (
"eq2emu/internal/entity"
"eq2emu/internal/quests"
)
// GetQuest returns a quest by ID
func (p *Player) GetQuest(questID int32) *quests.Quest {
p.playerQuestsMutex.RLock()
defer p.playerQuestsMutex.RUnlock()
if quest, exists := p.playerQuests[questID]; exists {
return quest
}
return nil
}
// GetAnyQuest returns a quest from any list (active, completed, pending)
func (p *Player) GetAnyQuest(questID int32) *quests.Quest {
p.playerQuestsMutex.RLock()
defer p.playerQuestsMutex.RUnlock()
// Check active quests
if quest, exists := p.playerQuests[questID]; exists {
return quest
}
// Check completed quests
if quest, exists := p.completedQuests[questID]; exists {
return quest
}
// Check pending quests
if quest, exists := p.pendingQuests[questID]; exists {
return quest
}
return nil
}
// GetCompletedQuest returns a completed quest by ID
func (p *Player) GetCompletedQuest(questID int32) *quests.Quest {
p.playerQuestsMutex.RLock()
defer p.playerQuestsMutex.RUnlock()
if quest, exists := p.completedQuests[questID]; exists {
return quest
}
return nil
}
// HasQuestBeenCompleted checks if a quest has been completed
func (p *Player) HasQuestBeenCompleted(questID int32) bool {
return p.GetCompletedQuest(questID) != nil
}
// GetQuestCompletedCount returns how many times a quest has been completed
func (p *Player) GetQuestCompletedCount(questID int32) int32 {
quest := p.GetCompletedQuest(questID)
if quest != nil {
return quest.GetCompleteCount()
}
return 0
}
// AddCompletedQuest adds a quest to the completed list
func (p *Player) AddCompletedQuest(quest *quests.Quest) {
if quest == nil {
return
}
p.playerQuestsMutex.Lock()
defer p.playerQuestsMutex.Unlock()
p.completedQuests[quest.GetQuestID()] = quest
}
// HasActiveQuest checks if a quest is currently active
func (p *Player) HasActiveQuest(questID int32) bool {
p.playerQuestsMutex.RLock()
defer p.playerQuestsMutex.RUnlock()
_, exists := p.playerQuests[questID]
return exists
}
// HasAnyQuest checks if player has quest in any state
func (p *Player) HasAnyQuest(questID int32) bool {
return p.GetAnyQuest(questID) != nil
}
// GetPlayerQuests returns the active quest map
func (p *Player) GetPlayerQuests() map[int32]*quests.Quest {
return p.playerQuests
}
// GetCompletedPlayerQuests returns the completed quest map
func (p *Player) GetCompletedPlayerQuests() map[int32]*quests.Quest {
return p.completedQuests
}
// GetQuestIDs returns all active quest IDs
func (p *Player) GetQuestIDs() []int32 {
p.playerQuestsMutex.RLock()
defer p.playerQuestsMutex.RUnlock()
ids := make([]int32, 0, len(p.playerQuests))
for id := range p.playerQuests {
ids = append(ids, id)
}
return ids
}
// RemoveQuest removes a quest from the player
func (p *Player) RemoveQuest(questID int32, deleteQuest bool) {
p.playerQuestsMutex.Lock()
defer p.playerQuestsMutex.Unlock()
if quest, exists := p.playerQuests[questID]; exists {
delete(p.playerQuests, questID)
if deleteQuest {
// TODO: Delete quest data
_ = quest
}
}
// TODO: Update quest journal
// TODO: Remove quest items if needed
}
// AddQuestRequiredSpawn adds a spawn requirement for a quest
func (p *Player) AddQuestRequiredSpawn(spawn *entity.Spawn, questID int32) {
if spawn == nil {
return
}
p.playerSpawnQuestsRequiredMutex.Lock()
defer p.playerSpawnQuestsRequiredMutex.Unlock()
spawnID := spawn.GetDatabaseID()
if p.playerSpawnQuestsRequired[spawnID] == nil {
p.playerSpawnQuestsRequired[spawnID] = make([]int32, 0)
}
// Check if already added
for _, id := range p.playerSpawnQuestsRequired[spawnID] {
if id == questID {
return
}
}
p.playerSpawnQuestsRequired[spawnID] = append(p.playerSpawnQuestsRequired[spawnID], questID)
}
// AddHistoryRequiredSpawn adds a spawn requirement for history
func (p *Player) AddHistoryRequiredSpawn(spawn *entity.Spawn, eventID int32) {
if spawn == nil {
return
}
p.playerSpawnHistoryRequiredMutex.Lock()
defer p.playerSpawnHistoryRequiredMutex.Unlock()
spawnID := spawn.GetDatabaseID()
if p.playerSpawnHistoryRequired[spawnID] == nil {
p.playerSpawnHistoryRequired[spawnID] = make([]int32, 0)
}
// Check if already added
for _, id := range p.playerSpawnHistoryRequired[spawnID] {
if id == eventID {
return
}
}
p.playerSpawnHistoryRequired[spawnID] = append(p.playerSpawnHistoryRequired[spawnID], eventID)
}
// CheckQuestRequired checks if a spawn is required for any quest
func (p *Player) CheckQuestRequired(spawn *entity.Spawn) bool {
if spawn == nil {
return false
}
p.playerSpawnQuestsRequiredMutex.RLock()
defer p.playerSpawnQuestsRequiredMutex.RUnlock()
spawnID := spawn.GetDatabaseID()
quests, exists := p.playerSpawnQuestsRequired[spawnID]
return exists && len(quests) > 0
}
// GetQuestStepComplete checks if a quest step is complete
func (p *Player) GetQuestStepComplete(questID, stepID int32) bool {
quest := p.GetQuest(questID)
if quest != nil {
return quest.GetQuestStepCompleted(stepID)
}
return false
}
// GetQuestStep returns the current quest step
func (p *Player) GetQuestStep(questID int32) int16 {
quest := p.GetQuest(questID)
if quest != nil {
return quest.GetQuestStep()
}
return 0
}
// GetTaskGroupStep returns the current task group step
func (p *Player) GetTaskGroupStep(questID int32) int16 {
quest := p.GetQuest(questID)
if quest != nil {
return quest.GetTaskGroup()
}
return 0
}
// SetStepComplete completes a quest step
func (p *Player) SetStepComplete(questID, step int32) *quests.Quest {
quest := p.GetQuest(questID)
if quest != nil {
quest.SetStepComplete(step)
// TODO: Check if quest is now complete
// TODO: Send quest update
}
return quest
}
// AddStepProgress adds progress to a quest step
func (p *Player) AddStepProgress(questID, step, progress int32) *quests.Quest {
quest := p.GetQuest(questID)
if quest != nil {
quest.AddStepProgress(step, progress)
// TODO: Check if step is now complete
// TODO: Send quest update
}
return quest
}
// GetStepProgress returns progress for a quest step
func (p *Player) GetStepProgress(questID, stepID int32) int32 {
quest := p.GetQuest(questID)
if quest != nil {
return quest.GetStepProgress(stepID)
}
return 0
}
// CanReceiveQuest checks if player can receive a quest
func (p *Player) CanReceiveQuest(questID int32, ret *int8) bool {
// TODO: Get quest from master list
// quest := master_quest_list.GetQuest(questID)
// Check if already has quest
if p.HasAnyQuest(questID) {
if ret != nil {
*ret = 1 // Already has quest
}
return false
}
// TODO: Check prerequisites
// - Level requirements
// - Class requirements
// - Race requirements
// - Faction requirements
// - Previous quest requirements
return true
}
// GetQuestByPositionID returns a quest by its position in the journal
func (p *Player) GetQuestByPositionID(listPositionID int32) *quests.Quest {
// TODO: Implement quest position tracking
return nil
}
// SendQuestRequiredSpawns sends spawn updates for quest requirements
func (p *Player) SendQuestRequiredSpawns(questID int32) {
// TODO: Send spawn visual updates for quest requirements
}
// SendHistoryRequiredSpawns sends spawn updates for history requirements
func (p *Player) SendHistoryRequiredSpawns(eventID int32) {
// TODO: Send spawn visual updates for history events
}
// SendQuest sends quest data to client
func (p *Player) SendQuest(questID int32) {
// TODO: Send quest journal packet
}
// UpdateQuestCompleteCount updates quest completion count
func (p *Player) UpdateQuestCompleteCount(questID int32) {
quest := p.GetCompletedQuest(questID)
if quest != nil {
quest.IncrementCompleteCount()
// TODO: Save to database
}
}
// PendingQuestAcceptance handles pending quest rewards
func (p *Player) PendingQuestAcceptance(questID, itemID int32, questExists *bool) *quests.Quest {
// TODO: Handle quest reward acceptance
return nil
}
// AcceptQuestReward accepts a quest reward
func (p *Player) AcceptQuestReward(itemID, selectableItemID int32) bool {
// TODO: Give quest rewards to player
return false
}
// SendQuestStepUpdate sends a quest step update
func (p *Player) SendQuestStepUpdate(questID, questStepID int32, displayQuestHelper bool) bool {
// TODO: Send quest step update packet
return false
}
// GetQuestTemporaryRewards gets temporary quest rewards
func (p *Player) GetQuestTemporaryRewards(questID int32, items *[]*Item) {
// TODO: Get temporary quest rewards
}
// AddQuestTemporaryReward adds a temporary quest reward
func (p *Player) AddQuestTemporaryReward(questID, itemID int32, itemCount int16) {
// TODO: Add temporary quest reward
}
// UpdateQuestReward updates quest reward data
func (p *Player) UpdateQuestReward(questID int32, qrd *quests.QuestRewardData) bool {
// TODO: Update quest reward
return false
}
// CheckQuestsChatUpdate checks quests for chat updates
func (p *Player) CheckQuestsChatUpdate(spawn *entity.Spawn) []*quests.Quest {
// TODO: Check if spawn chat updates any quests
return nil
}
// CheckQuestsItemUpdate checks quests for item updates
func (p *Player) CheckQuestsItemUpdate(item *Item) []*quests.Quest {
// TODO: Check if item updates any quests
return nil
}
// CheckQuestsLocationUpdate checks quests for location updates
func (p *Player) CheckQuestsLocationUpdate() []*quests.Quest {
// TODO: Check if current location updates any quests
return nil
}
// CheckQuestsKillUpdate checks quests for kill updates
func (p *Player) CheckQuestsKillUpdate(spawn *entity.Spawn, update bool) []*quests.Quest {
// TODO: Check if killing spawn updates any quests
return nil
}
// HasQuestUpdateRequirement checks if spawn has quest update requirements
func (p *Player) HasQuestUpdateRequirement(spawn *entity.Spawn) bool {
// TODO: Check if spawn updates any active quests
return false
}
// CheckQuestsSpellUpdate checks quests for spell updates
func (p *Player) CheckQuestsSpellUpdate(spell *spells.Spell) []*quests.Quest {
// TODO: Check if spell updates any quests
return nil
}
// CheckQuestsCraftUpdate checks quests for crafting updates
func (p *Player) CheckQuestsCraftUpdate(item *Item, qty int32) {
// TODO: Check if crafting updates any quests
}
// CheckQuestsHarvestUpdate checks quests for harvest updates
func (p *Player) CheckQuestsHarvestUpdate(item *Item, qty int32) {
// TODO: Check if harvesting updates any quests
}
// CheckQuestsFailures checks for quest failures
func (p *Player) CheckQuestsFailures() []*quests.Quest {
// TODO: Check if any quests have failed
return nil
}
// CheckQuestRemoveFlag checks if spawn should have quest flag removed
func (p *Player) CheckQuestRemoveFlag(spawn *entity.Spawn) bool {
// TODO: Check if quest flag should be removed from spawn
return false
}
// CheckQuestFlag returns the quest flag for a spawn
func (p *Player) CheckQuestFlag(spawn *entity.Spawn) int8 {
// TODO: Determine quest flag for spawn
// 0 = no flag
// 1 = quest giver
// 2 = quest update
// etc.
return 0
}