eq2go/internal/world/achievement_manager.go

686 lines
23 KiB
Go

package world
import (
"fmt"
"sync"
"time"
"eq2emu/internal/achievements"
"eq2emu/internal/database"
"eq2emu/internal/packets"
)
// AchievementManager manages achievements for the world server
type AchievementManager struct {
masterList *achievements.MasterList
playerManagers map[int32]*achievements.PlayerManager // CharacterID -> PlayerManager
database *database.Database
world *World // Reference to world server for notifications
mutex sync.RWMutex
}
// NewAchievementManager creates a new achievement manager
func NewAchievementManager(db *database.Database) *AchievementManager {
return &AchievementManager{
masterList: achievements.NewMasterList(),
playerManagers: make(map[int32]*achievements.PlayerManager),
database: db,
world: nil, // Set by world server after creation
}
}
// SetWorld sets the world server reference for notifications
func (am *AchievementManager) SetWorld(world *World) {
am.world = world
}
// LoadAchievements loads all achievements from database
func (am *AchievementManager) LoadAchievements() error {
fmt.Println("Loading master achievement list...")
err := achievements.LoadAllAchievements(am.database, am.masterList)
if err != nil {
return fmt.Errorf("failed to load achievements: %w", err)
}
fmt.Printf("Loaded %d achievements\n", am.masterList.Size())
return nil
}
// GetPlayerManager gets or creates a player achievement manager
func (am *AchievementManager) GetPlayerManager(characterID int32) *achievements.PlayerManager {
am.mutex.RLock()
playerMgr, exists := am.playerManagers[characterID]
am.mutex.RUnlock()
if exists {
return playerMgr
}
// Create new player manager and load data
am.mutex.Lock()
defer am.mutex.Unlock()
// Double-check after acquiring write lock
if playerMgr, exists := am.playerManagers[characterID]; exists {
return playerMgr
}
playerMgr = achievements.NewPlayerManager()
am.playerManagers[characterID] = playerMgr
// Load player achievement data from database
go am.loadPlayerAchievements(characterID, playerMgr)
return playerMgr
}
// loadPlayerAchievements loads achievement data for a specific player
func (am *AchievementManager) loadPlayerAchievements(characterID int32, playerMgr *achievements.PlayerManager) {
// Load player achievements
err := achievements.LoadPlayerAchievements(am.database, uint32(characterID), playerMgr.Achievements)
if err != nil {
fmt.Printf("Error loading achievements for character %d: %v\n", characterID, err)
}
// Load player progress
err = achievements.LoadPlayerAchievementUpdates(am.database, uint32(characterID), playerMgr.Updates)
if err != nil {
fmt.Printf("Error loading achievement progress for character %d: %v\n", characterID, err)
}
}
// UpdateProgress updates player progress for an achievement
func (am *AchievementManager) UpdateProgress(characterID int32, achievementID uint32, progress uint32) error {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return fmt.Errorf("failed to get player manager for character %d", characterID)
}
// Update progress
playerMgr.Updates.UpdateProgress(achievementID, progress)
// Check if achievement is completed
achievement := am.masterList.GetAchievement(achievementID)
if achievement != nil {
completed, err := playerMgr.CheckRequirements(achievement)
if err != nil {
return fmt.Errorf("failed to check requirements: %w", err)
}
if completed && !playerMgr.Updates.IsCompleted(achievementID) {
// Complete the achievement
playerMgr.Updates.CompleteAchievement(achievementID)
// Save progress to database
go am.savePlayerProgress(characterID, achievementID, playerMgr)
// Trigger achievement completion event
go am.onAchievementCompleted(characterID, achievement)
// Send achievement update packet to client
go am.sendAchievementUpdateToClient(characterID)
fmt.Printf("Character %d completed achievement: %s\n", characterID, achievement.Title)
} else if progress > 0 {
// Save progress update to database
go am.savePlayerProgress(characterID, achievementID, playerMgr)
// Send achievement update packet for progress update
go am.sendAchievementUpdateToClient(characterID)
}
}
return nil
}
// savePlayerProgress saves player achievement progress to database
func (am *AchievementManager) savePlayerProgress(characterID int32, achievementID uint32, playerMgr *achievements.PlayerManager) {
update := playerMgr.Updates.GetUpdate(achievementID)
if update == nil {
return
}
err := achievements.SavePlayerAchievementUpdate(am.database, uint32(characterID), update)
if err != nil {
fmt.Printf("Error saving achievement progress for character %d, achievement %d: %v\n",
characterID, achievementID, err)
}
}
// onAchievementCompleted handles achievement completion events
func (am *AchievementManager) onAchievementCompleted(characterID int32, achievement *achievements.Achievement) {
// Award points
if achievement.PointValue > 0 {
// Increment player's achievement points
fmt.Printf("Character %d earned %d achievement points\n", characterID, achievement.PointValue)
}
// Process rewards
for _, reward := range achievement.Rewards {
am.processReward(characterID, reward)
}
// Notify other systems about achievement completion
am.notifyAchievementCompleted(characterID, achievement.ID)
}
// notifyAchievementCompleted notifies other systems about achievement completion
func (am *AchievementManager) notifyAchievementCompleted(characterID int32, achievementID uint32) {
// Notify title system if available
if am.world != nil && am.world.titleMgr != nil {
integrationMgr := am.world.titleMgr.GetIntegrationManager()
if integrationMgr != nil {
achievementIntegration := integrationMgr.GetAchievementIntegration()
if achievementIntegration != nil {
err := achievementIntegration.OnAchievementCompleted(characterID, achievementID)
if err != nil {
fmt.Printf("Error processing achievement completion for titles: %v\n", err)
}
}
}
}
}
// processReward processes an achievement reward
func (am *AchievementManager) processReward(characterID int32, reward achievements.Reward) {
// Basic reward processing - extend based on reward types
switch reward.Reward {
case "title":
// Award title
fmt.Printf("Character %d earned a title reward\n", characterID)
case "item":
// Award item
fmt.Printf("Character %d earned an item reward\n", characterID)
case "experience":
// Award experience
fmt.Printf("Character %d earned experience reward\n", characterID)
default:
fmt.Printf("Character %d earned reward: %s\n", characterID, reward.Reward)
}
}
// GetAchievement gets an achievement by ID from master list
func (am *AchievementManager) GetAchievement(achievementID uint32) *achievements.Achievement {
return am.masterList.GetAchievement(achievementID)
}
// GetAchievementsByCategory gets achievements filtered by category
func (am *AchievementManager) GetAchievementsByCategory(category string) []*achievements.Achievement {
return am.masterList.GetAchievementsByCategory(category)
}
// GetAchievementsByExpansion gets achievements filtered by expansion
func (am *AchievementManager) GetAchievementsByExpansion(expansion string) []*achievements.Achievement {
return am.masterList.GetAchievementsByExpansion(expansion)
}
// GetPlayerProgress gets player's progress for an achievement
func (am *AchievementManager) GetPlayerProgress(characterID int32, achievementID uint32) uint32 {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return 0
}
return playerMgr.Updates.GetProgress(achievementID)
}
// IsPlayerCompleted checks if player has completed an achievement
func (am *AchievementManager) IsPlayerCompleted(characterID int32, achievementID uint32) bool {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return false
}
return playerMgr.Updates.IsCompleted(achievementID)
}
// GetPlayerCompletedAchievements gets all completed achievement IDs for a player
func (am *AchievementManager) GetPlayerCompletedAchievements(characterID int32) []uint32 {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return nil
}
return playerMgr.Updates.GetCompletedAchievements()
}
// GetPlayerInProgressAchievements gets all in-progress achievement IDs for a player
func (am *AchievementManager) GetPlayerInProgressAchievements(characterID int32) []uint32 {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return nil
}
return playerMgr.Updates.GetInProgressAchievements()
}
// GetCompletionPercentage gets completion percentage for player's achievement
func (am *AchievementManager) GetCompletionPercentage(characterID int32, achievementID uint32) float64 {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return 0.0
}
achievement := am.masterList.GetAchievement(achievementID)
if achievement == nil {
return 0.0
}
return playerMgr.GetCompletionStatus(achievement)
}
// RemovePlayerManager removes a player manager (called when player logs out)
func (am *AchievementManager) RemovePlayerManager(characterID int32) {
am.mutex.Lock()
defer am.mutex.Unlock()
delete(am.playerManagers, characterID)
}
// GetMasterList returns the master achievement list
func (am *AchievementManager) GetMasterList() *achievements.MasterList {
return am.masterList
}
// GetStatistics returns achievement system statistics
func (am *AchievementManager) GetStatistics() map[string]any {
am.mutex.RLock()
defer am.mutex.RUnlock()
stats := map[string]any{
"total_achievements": am.masterList.Size(),
"online_players": len(am.playerManagers),
"categories": am.masterList.GetCategories(),
"expansions": am.masterList.GetExpansions(),
}
return stats
}
// CreateAchievementUpdatePacket creates an achievement update packet for a player
func (am *AchievementManager) CreateAchievementUpdatePacket(characterID int32, version uint32) ([]byte, error) {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return nil, fmt.Errorf("player manager not found for character %d", characterID)
}
updates := playerMgr.Updates.GetAllUpdates()
// Build the packet data map according to the AchievementUpdate.xml structure
achievementArray := make([]map[string]any, 0, len(updates))
for achievementID, update := range updates {
var completedDate uint32
if !update.CompletedDate.IsZero() {
completedDate = uint32(update.CompletedDate.Unix())
}
// Build item array for this achievement
itemArray := make([]map[string]any, 0, len(update.UpdateItems))
for _, item := range update.UpdateItems {
itemArray = append(itemArray, map[string]any{
"item_update": item.ItemUpdate,
})
}
achievementData := map[string]any{
"achievement_id": achievementID,
"completed_date": completedDate,
"num_items": uint8(len(update.UpdateItems)),
"item_array": itemArray,
}
achievementArray = append(achievementArray, achievementData)
}
packetData := map[string]any{
"unknown1": uint8(0),
"num_achievements": uint16(len(updates)),
"achievement_array": achievementArray,
}
// Build the packet using the packet system
packetBytes, err := packets.BuildPacket("AchievementUpdate", packetData, version, 0)
if err != nil {
return nil, fmt.Errorf("failed to build achievement update packet: %w", err)
}
return packetBytes, nil
}
// SendAchievementUpdateToPlayer sends achievement update packet to a player
func (am *AchievementManager) SendAchievementUpdateToPlayer(characterID int32, clientVersion int32) error {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return fmt.Errorf("player manager not found for character %d", characterID)
}
// Create the packet data
packetData, err := am.CreateAchievementUpdatePacket(characterID, uint32(clientVersion))
if err != nil {
return fmt.Errorf("failed to create achievement update packet: %w", err)
}
// TODO: Send packet to player through world server client connection
// This would typically use the world server's client manager
if am.world != nil {
// Get client opcode for this version
clientOpcode := packets.InternalToClient(packets.OP_AchievementUpdateMsg, clientVersion)
if clientOpcode == 0 {
return fmt.Errorf("no client opcode mapping for achievement update in version %d", clientVersion)
}
fmt.Printf("Would send achievement update packet to character %d (opcode: %d, size: %d bytes)\n",
characterID, clientOpcode, len(packetData))
// In a real implementation:
// return am.world.SendPacketToClient(characterID, clientOpcode, packetData)
}
return nil
}
// CreateCharacterAchievementsPacket creates a character achievements packet (master list) for a player
func (am *AchievementManager) CreateCharacterAchievementsPacket(characterID int32, version uint32) ([]byte, error) {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return nil, fmt.Errorf("player manager not found for character %d", characterID)
}
// Get all achievements from master list
allAchievements := am.masterList.GetAllAchievements()
// Build achievement array according to CharacterAchievements.xml structure
achievementArray := make([]map[string]any, 0, len(allAchievements))
for _, achievement := range allAchievements {
// Build requirements array
itemArray := make([]map[string]any, 0, len(achievement.Requirements))
for _, req := range achievement.Requirements {
itemArray = append(itemArray, map[string]any{
"item_name": req.Name,
"item_qty_req": req.QtyRequired,
})
}
// Build rewards array
rewardArray := make([]map[string]any, 0, len(achievement.Rewards))
for _, reward := range achievement.Rewards {
rewardData := map[string]any{
"reward_item": reward.Reward,
}
// Add unknown4 field for version 57032+
if version >= 57032 {
rewardData["unknown4"] = uint32(0)
}
rewardArray = append(rewardArray, rewardData)
}
// Build achievement data based on version
achievementData := map[string]any{
"achievement_id": achievement.AchievementID,
"title": achievement.Title,
"uncompleted_text": achievement.UncompletedText,
"completed_text": achievement.CompletedText,
"category": achievement.Category,
"expansion": achievement.Expansion,
"icon": achievement.Icon,
"point_value": achievement.PointValue,
"qty_req": achievement.QtyRequired,
"hide_achievement": uint8(0), // Convert bool to uint8
}
if achievement.Hide {
achievementData["hide_achievement"] = uint8(1)
}
// Handle version-specific fields
switch {
case version >= 57032:
achievementData["unknown3"] = [2]uint32{achievement.Unknown3A, achievement.Unknown3B}
achievementData["num_items"] = uint8(len(achievement.Requirements))
achievementData["item_array"] = itemArray
achievementData["num_rewards"] = uint8(len(achievement.Rewards))
achievementData["reward_array"] = rewardArray
achievementData["num_reward_links"] = uint8(0) // TODO: Implement reward links if needed
achievementData["reward_link_array"] = []map[string]any{}
case version >= 1096:
achievementData["unknown3"] = [2]uint32{achievement.Unknown3A, achievement.Unknown3B}
achievementData["num_items"] = uint8(len(achievement.Requirements))
achievementData["item_array"] = itemArray
achievementData["num_rewards"] = uint8(len(achievement.Rewards))
achievementData["reward_array"] = rewardArray
case version >= 603:
achievementData["unknown3a"] = achievement.Unknown3A
achievementData["unknown3b"] = achievement.Unknown3B
achievementData["guild"] = uint8(0) // TODO: Implement guild achievements if needed
achievementData["num_items"] = uint8(len(achievement.Requirements))
achievementData["item_array"] = itemArray
achievementData["num_reward_links"] = uint8(0) // TODO: Implement reward links if needed
achievementData["reward_link_array"] = []map[string]any{}
}
achievementArray = append(achievementArray, achievementData)
}
packetData := map[string]any{
"num_achievements": uint16(len(allAchievements)),
"achievement_array": achievementArray,
}
// Build the packet using the packet system
packetBytes, err := packets.BuildPacket("CharacterAchievements", packetData, version, 0)
if err != nil {
return nil, fmt.Errorf("failed to build character achievements packet: %w", err)
}
return packetBytes, nil
}
// SendCharacterAchievementsToPlayer sends the master achievement list to a player
func (am *AchievementManager) SendCharacterAchievementsToPlayer(characterID int32, clientVersion int32) error {
// Create the packet data
packetData, err := am.CreateCharacterAchievementsPacket(characterID, uint32(clientVersion))
if err != nil {
return fmt.Errorf("failed to create character achievements packet: %w", err)
}
// TODO: Send packet to player through world server client connection
if am.world != nil {
// Get client opcode for this version
clientOpcode := packets.InternalToClient(packets.OP_CharacterAchievements, clientVersion)
if clientOpcode == 0 {
return fmt.Errorf("no client opcode mapping for character achievements in version %d", clientVersion)
}
fmt.Printf("Would send character achievements packet to character %d (opcode: %d, size: %d bytes)\n",
characterID, clientOpcode, len(packetData))
// In a real implementation:
// return am.world.SendPacketToClient(characterID, clientOpcode, packetData)
}
return nil
}
// AwardAchievementPoints awards achievement points to a player
func (am *AchievementManager) AwardAchievementPoints(characterID int32, points uint32) error {
// TODO: Integrate with player character system to award achievement points
// This would typically update the player's total achievement points
fmt.Printf("Character %d awarded %d achievement points\n", characterID, points)
return nil
}
// ProcessAchievementTrigger processes an achievement trigger for a player
func (am *AchievementManager) ProcessAchievementTrigger(characterID int32, triggerType string, value uint32) error {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return fmt.Errorf("player manager not found for character %d", characterID)
}
// Get all achievements and check if any match the trigger
allAchievements := am.masterList.GetAllAchievements()
for _, achievement := range allAchievements {
// Check requirements to see if any match the trigger
for _, requirement := range achievement.Requirements {
if requirement.Name == triggerType {
// Update progress for this achievement
currentProgress := playerMgr.Updates.GetProgress(achievement.AchievementID)
newProgress := currentProgress + value
// Ensure we don't exceed the requirement
if newProgress > requirement.QtyRequired {
newProgress = requirement.QtyRequired
}
// Update the progress
err := am.UpdateProgress(characterID, achievement.AchievementID, newProgress)
if err != nil {
fmt.Printf("Error updating progress for achievement %d: %v\n", achievement.AchievementID, err)
}
}
}
}
return nil
}
// GetPlayerAchievementPoints returns total achievement points for a player
func (am *AchievementManager) GetPlayerAchievementPoints(characterID int32) uint32 {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return 0
}
var totalPoints uint32
completedAchievements := playerMgr.Updates.GetCompletedAchievements()
for _, achievementID := range completedAchievements {
achievement := am.masterList.GetAchievement(achievementID)
if achievement != nil {
totalPoints += achievement.PointValue
}
}
return totalPoints
}
// RefreshPlayerAchievements refreshes a player's achievement data
func (am *AchievementManager) RefreshPlayerAchievements(characterID int32) error {
// Remove existing player manager
am.RemovePlayerManager(characterID)
// This will create a new manager and load fresh data
am.GetPlayerManager(characterID)
return nil
}
// GetAchievementProgress returns detailed progress information for a player's achievement
func (am *AchievementManager) GetAchievementProgress(characterID int32, achievementID uint32) map[string]any {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return nil
}
achievement := am.masterList.GetAchievement(achievementID)
if achievement == nil {
return nil
}
progress := playerMgr.Updates.GetProgress(achievementID)
completed := playerMgr.Updates.IsCompleted(achievementID)
completionPercentage := am.GetCompletionPercentage(characterID, achievementID)
result := map[string]any{
"achievement_id": achievementID,
"title": achievement.Title,
"category": achievement.Category,
"current_progress": progress,
"required_progress": achievement.QtyRequired,
"completed": completed,
"completion_percentage": completionPercentage,
"point_value": achievement.PointValue,
}
if completed {
completedDate := playerMgr.Updates.GetCompletedDate(achievementID)
if !completedDate.IsZero() {
result["completed_date"] = completedDate.Format(time.RFC3339)
}
}
return result
}
// sendAchievementUpdateToClient sends achievement update to client with version detection
func (am *AchievementManager) sendAchievementUpdateToClient(characterID int32) {
// TODO: Get client version from world server client connection
// For now, use a common version (1096 is a common EQ2 client version)
defaultClientVersion := int32(1096)
err := am.SendAchievementUpdateToPlayer(characterID, defaultClientVersion)
if err != nil {
fmt.Printf("Failed to send achievement update to character %d: %v\n", characterID, err)
}
}
// LoadAndSendInitialAchievements loads and sends all achievements to a newly connected player
func (am *AchievementManager) LoadAndSendInitialAchievements(characterID int32, clientVersion int32) error {
// Ensure player manager is loaded
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return fmt.Errorf("failed to create player manager for character %d", characterID)
}
// Send master achievement list first
err := am.SendCharacterAchievementsToPlayer(characterID, clientVersion)
if err != nil {
return fmt.Errorf("failed to send character achievements: %w", err)
}
// Then send current progress
err = am.SendAchievementUpdateToPlayer(characterID, clientVersion)
if err != nil {
return fmt.Errorf("failed to send achievement updates: %w", err)
}
fmt.Printf("Sent initial achievement data to character %d\n", characterID)
return nil
}
// HandleAchievementTriggerEvent processes achievement triggers from game events
func (am *AchievementManager) HandleAchievementTriggerEvent(characterID int32, triggerType string, value uint32) {
err := am.ProcessAchievementTrigger(characterID, triggerType, value)
if err != nil {
fmt.Printf("Error processing achievement trigger for character %d: %v\n", characterID, err)
}
}
// Shutdown gracefully shuts down the achievement manager
func (am *AchievementManager) Shutdown() {
fmt.Println("Shutting down achievement manager...")
am.mutex.Lock()
defer am.mutex.Unlock()
// Save all player progress before shutdown
for characterID, playerMgr := range am.playerManagers {
for _, achievementID := range playerMgr.Updates.GetInProgressAchievements() {
am.savePlayerProgress(characterID, achievementID, playerMgr)
}
}
// Clear player managers
am.playerManagers = make(map[int32]*achievements.PlayerManager)
fmt.Println("Achievement manager shutdown complete")
}