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add quest achievement type handler; fix achv exd struct for 3.3;
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6 changed files with 90 additions and 9 deletions
3
deps/datReader/Exd/Structs.h
vendored
3
deps/datReader/Exd/Structs.h
vendored
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@ -838,9 +838,10 @@ namespace Excel
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uint16_t Priority;
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uint16_t Priority;
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uint8_t Category;
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uint8_t Category;
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uint8_t Point;
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uint8_t Point;
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int8_t UnknownConditional; // previously 2.3~3.05 padding0[0]
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uint8_t ConditionType;
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uint8_t ConditionType;
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uint8_t Detail;
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uint8_t Detail;
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int8_t padding0[2];
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int8_t padding0;
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};
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};
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/* 200982 */
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/* 200982 */
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@ -1014,10 +1014,10 @@ namespace Sapphire::Common
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Classjob,
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Classjob,
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Unknown_4,// Materia related? id 304
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Unknown_4,// Materia related? id 304
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Unknown_5,// Hunt related? id 1259
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Unknown_5,// Hunt related? id 1259
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QuestUnk_6,
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Quest, // Quests that need all required args met
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Unknown_7,
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Unknown_7,
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Unknown_8,// Map discovery related
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Unknown_8,// Map discovery related
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QuestUnk_9,
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QuestAny,// Quests that need any required args met
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ChocoboRank,
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ChocoboRank,
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PvPRank,
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PvPRank,
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WolvesDenMatches,
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WolvesDenMatches,
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@ -19,10 +19,10 @@ void Sapphire::Entity::Player::finishQuest( uint16_t questId, uint32_t optionalC
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auto& questMgr = Common::Service< World::Manager::QuestMgr >::ref();
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auto& questMgr = Common::Service< World::Manager::QuestMgr >::ref();
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updateQuestsCompleted( questId );
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//@todo should probably be changed to a bool function in case reward can not be obtained as quests will not complete in that case
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//@todo should probably be changed to a bool function in case reward can not be obtained as quests will not complete in that case
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questMgr.onCompleteQuest( *this, questId, optionalChoice );
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questMgr.onCompleteQuest( *this, questId, optionalChoice );
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updateQuestsCompleted( questId );
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}
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}
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void Sapphire::Entity::Player::unfinishQuest( uint16_t questId )
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void Sapphire::Entity::Player::unfinishQuest( uint16_t questId )
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@ -74,7 +74,7 @@ bool AchievementMgr::hasAchievementUnlocked( Entity::Player& player, uint32_t ac
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{
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{
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uint16_t index;
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uint16_t index;
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uint8_t value;
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uint8_t value;
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Common::Util::valueToFlagByteIndexValue( static_cast< uint16_t >( achievementId ), value, index );
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Common::Util::valueToFlagByteIndexValue( achievementId, value, index );
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return ( player.getAchievementList()[ index ] & value ) != 0;
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return ( player.getAchievementList()[ index ] & value ) != 0;
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}
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}
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@ -138,9 +138,6 @@ void AchievementMgr::handleLinkedAchievementsForId( Entity::Player& player, uint
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bool hasAllAchievements = true;
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bool hasAllAchievements = true;
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for( const auto linkedAchvId : linkedAchv )
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for( const auto linkedAchvId : linkedAchv )
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{
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{
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if( linkedAchvId == 0 )
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continue;
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if( !hasAchievementUnlocked( player, linkedAchvId ) )
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if( !hasAchievementUnlocked( player, linkedAchvId ) )
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{
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{
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hasAllAchievements = false;
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hasAllAchievements = false;
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@ -119,4 +119,83 @@ namespace Sapphire::World::Manager
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}
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}
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}
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}
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template<>
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inline void AchievementMgr::progressAchievement< Common::Achievement::Type, Common::Achievement::Type::Quest >( Entity::Player& player, int32_t questId, uint32_t unused )
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{
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auto& achvDataList = player.getAchievementDataList();
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// get achievements that need all achv in args completed
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const auto questAchvAllList = getAchievementIdByType( Common::Achievement::Type::Quest );
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// get achievements that need any of the achvs in args completed
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const auto questAchvAnyList = getAchievementIdByType( Common::Achievement::Type::QuestAny );
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// handle achv type for all quests in args completed
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for( auto achvId : questAchvAllList )
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{
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if( hasAchievementUnlocked( player, achvId ) )
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continue;
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auto pAchv = getAchievementDetail( achvId );
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auto achvExdData = pAchv->data();
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std::set< uint16_t > linkedQuests{ std::make_move_iterator( std::begin( achvExdData.ConditionArg ) ),
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std::make_move_iterator( std::end( achvExdData.ConditionArg ) ) };
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// clear empty achievement links
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linkedQuests.erase( 0 );
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// check if passed quest ID is tied to this achievement
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if( !linkedQuests.count( questId ) )
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continue;
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// verify if player has all the required quests completed
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bool hasAllAchievements = true;
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for( const auto questId : linkedQuests )
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{
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if( !player.isQuestCompleted( questId ) )
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{
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hasAllAchievements = false;
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break;
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}
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}
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// unlock achievement if all required quests are completed
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if( hasAllAchievements )
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unlockAchievement( player, achvId );
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}
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// handle achv type for all quests in args completed
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for( auto achvId : questAchvAnyList )
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{
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if( hasAchievementUnlocked( player, achvId ) )
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continue;
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auto pAchv = getAchievementDetail( achvId );
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auto achvExdData = pAchv->data();
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std::set< int32_t > linkedQuests{ std::make_move_iterator( std::begin( achvExdData.ConditionArg ) ),
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std::make_move_iterator( std::end( achvExdData.ConditionArg ) ) };
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// clear empty quest ids
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linkedQuests.erase( 0 );
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// check if passed quest ID is tied to this achievement
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if( !linkedQuests.count( questId ) )
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continue;
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// verify if player has any of the required quests completed
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bool hasAllAchievements = true;
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for( const auto questId : linkedQuests )
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{
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if( player.isQuestCompleted( questId ) )
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{
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unlockAchievement( player, achvId );
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break;
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}
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}
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}
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}
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}
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}
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@ -11,6 +11,7 @@
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#include "Network/PacketWrappers/Notice2Packet.h"
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#include "Network/PacketWrappers/Notice2Packet.h"
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#include "QuestMgr.h"
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#include "QuestMgr.h"
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#include "AchievementMgr.h"
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#include "Actor/Player.h"
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#include "Actor/Player.h"
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@ -41,6 +42,9 @@ void QuestMgr::onCompleteQuest( Entity::Player& player, uint16_t questId, uint32
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server.queueForPlayer( player.getCharacterId(), questFinishPacket );
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server.queueForPlayer( player.getCharacterId(), questFinishPacket );
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giveQuestRewards( player, questId, optionalChoice );
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giveQuestRewards( player, questId, optionalChoice );
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auto& achvMgr = Common::Service< World::Manager::AchievementMgr >::ref();
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achvMgr.progressAchievementByType< Common::Achievement::Type::Quest >( player, questId );
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}
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}
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void QuestMgr::onRemoveQuest( Entity::Player &player, uint8_t questIndex )
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void QuestMgr::onRemoveQuest( Entity::Player &player, uint8_t questIndex )
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