コード例 #1
0
ファイル: ActiveQuest.py プロジェクト: Fluglow/alpha-core
    def can_complete_quest(self):
        if QuestHelpers.is_instant_complete_quest(self.quest):
            return True

        # Check for required kills / gameobjects.
        required_creature_go = QuestHelpers.generate_req_creature_or_go_count_list(self.quest)
        for i in range(4):
            current_value = eval(f'self.db_state.mobcount{i + 1}')
            if current_value < required_creature_go[i]:
                return False

        # Check for required items.
        required_items = QuestHelpers.generate_req_item_count_list(self.quest)
        for i in range(4):
            current_value = eval(f'self.db_state.itemcount{i + 1}')
            if current_value < required_items[i]:
                return False

        # Handle exploration.
        if self.quest.QuestFlags & QuestFlags.QUEST_FLAGS_EXPLORATION:
            if self.get_quest_state() != QuestState.QUEST_REWARD:
                return False

        # TODO: Check ReqMoney
        return True
コード例 #2
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ファイル: ActiveQuest.py プロジェクト: Fluglow/alpha-core
 def still_needs_item(self, item_entry):
     req_items = QuestHelpers.generate_req_item_list(self.quest)
     required = item_entry in req_items
     if required:
         index = req_items.index(item_entry)
         required_items = QuestHelpers.generate_req_item_count_list(self.quest)[index]
         current_items = self._get_db_item_count(index)
         return current_items < required_items
コード例 #3
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ファイル: ActiveQuest.py プロジェクト: Fluglow/alpha-core
 def update_required_items_from_inventory(self):
     req_items = list(filter((0).__ne__, QuestHelpers.generate_req_item_list(self.quest)))
     req_count = list(filter((0).__ne__, QuestHelpers.generate_req_item_count_list(self.quest)))
     for index, item in enumerate(req_items):
         current_count = self.owner.inventory.get_item_count(item)
         self._update_db_item_count(index, current_count, req_count[index], override=True)
     if self.can_complete_quest():
         self.update_quest_state(QuestState.QUEST_REWARD)
     else:
         self.update_quest_state(QuestState.QUEST_ACCEPTED)
コード例 #4
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 def fill_existent_items(self):
     req_item = list(
         filter((0).__ne__,
                QuestHelpers.generate_req_item_list(self.quest)))
     req_count = list(
         filter((0).__ne__,
                QuestHelpers.generate_req_item_count_list(self.quest)))
     for index, item in enumerate(req_item):
         current_count = self.owner.inventory.get_item_count(item)
         if current_count:
             self._update_db_item_count(index, current_count,
                                        req_count[index])
コード例 #5
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 def update_item_count(self, item_entry, quantity):
     req_items = QuestHelpers.generate_req_item_list(self.quest)
     req_count = QuestHelpers.generate_req_item_count_list(self.quest)
     req_item_index = req_items.index(item_entry)
     # Persist new item count.
     self._update_db_item_count(
         req_item_index, quantity,
         req_count[req_item_index])  # Update db memento
     # Notify the current item count to the player.
     data = pack('<2I', item_entry, quantity)
     packet = PacketWriter.get_packet(OpCode.SMSG_QUESTUPDATE_ADD_ITEM,
                                      data)
     self.owner.enqueue_packet(packet)
コード例 #6
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 def pop_item(self, item_entry, count):
     req_item = QuestHelpers.generate_req_item_list(self.quest)
     required = item_entry in req_item
     if required:
         req_item_count = QuestHelpers.generate_req_item_count_list(
             self.quest)
         index = req_item.index(item_entry)
         current_count = self.owner.inventory.get_item_count(item_entry)
         if current_count - count < req_item_count[index]:
             self._update_db_item_count(index, -count,
                                        req_item_count[index])
             self.update_quest_state(QuestState.QUEST_ACCEPTED)
             return True
     return False
コード例 #7
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    def send_quest_giver_request_items(self, active_quest, quest_giver_id,
                                       close_on_cancel):
        is_complete = active_quest.is_quest_complete(quest_giver_id)
        quest_title_bytes = PacketWriter.string_to_bytes(
            active_quest.quest.Title)
        quest = active_quest.quest

        if quest.RequestItemsText:
            dialog_text_bytes = PacketWriter.string_to_bytes(
                quest.RequestItemsText)
        else:
            dialog_text_bytes = PacketWriter.string_to_bytes(quest.Objectives)

        data = pack(
            f'<QI{len(quest_title_bytes)}s{len(dialog_text_bytes)}s4I',
            quest_giver_id,
            quest.entry,
            quest_title_bytes,
            dialog_text_bytes,
            0,  # Emote delay
            0,  # Emote id
            1 if close_on_cancel else 0,  # Close Window after cancel
            quest.RewOrReqMoney
            if quest.RewOrReqMoney >= 0 else -quest.RewOrReqMoney)

        req_items = QuestHelpers.generate_req_item_list(quest)
        req_items_count_list = QuestHelpers.generate_req_item_count_list(quest)
        data += pack('<I', len(req_items))
        for index in range(0, 4):
            if req_items[index] == 0:
                continue
            data += self._gen_item_struct(req_items[index],
                                          req_items_count_list[index])

        data += pack(
            '<4I',
            0x02,
            0x03 if is_complete else
            0x00,  # Completable = flags1 && flags2 && flags3 && flags4
            0x04,  # flags2
            0x08  # flags3
        )

        packet = PacketWriter.get_packet(OpCode.SMSG_QUESTGIVER_REQUEST_ITEMS,
                                         data)
        self.player_mgr.enqueue_packet(packet)
コード例 #8
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    def _update_db_item_count(self, index, value, required_count=None):
        if not required_count:
            required_count = QuestHelpers.generate_req_item_count_list(
                self.quest)[index]

        # Be sure we clamp between 0 and required.
        current_db_count = self._get_db_item_count(index)
        if current_db_count + value > required_count:
            value = required_count
        if current_db_count + value < 0:
            value = 0

        if index == 0:
            self.db_state.itemcount1 += value
        elif index == 1:
            self.db_state.itemcount2 += value
        elif index == 2:
            self.db_state.itemcount3 += value
        elif index == 3:
            self.db_state.itemcount4 += value
        self.save(is_new=False)
コード例 #9
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    def can_complete_quest(self):
        if self.is_instant_complete_quest():
            return True

        # Check for required kills / gameobjects.
        required_creature_go = QuestHelpers.generate_req_creature_or_go_count_list(
            self.quest)
        for i in range(0, 4):
            current_value = eval(f'self.db_state.mobcount{i + 1}')
            if current_value != required_creature_go[i]:
                return False

        # Check for required items.
        required_items = QuestHelpers.generate_req_item_count_list(self.quest)
        for i in range(0, 4):
            current_value = eval(f'self.db_state.itemcount{i + 1}')
            if current_value != required_items[i]:
                return False

        # TODO: Check ReqMoney
        return True
コード例 #10
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    def send_quest_giver_request_items(self, quest, quest_giver_id, close_on_cancel):
        # We can always call to RequestItems, but this packet only goes out if there are actually
        # items.  Otherwise, we'll skip straight to the OfferReward.
        quest_title = quest.Title
        request_items_text = quest.RequestItemsText
        is_completable = quest.entry in self.active_quests and self.active_quests[quest.entry].is_quest_complete(quest_giver_id)

        if not request_items_text or (not QuestHelpers.has_item_requirements(quest) and is_completable):
            self.send_quest_giver_offer_reward(quest, quest_giver_id, enable_next=True)
            return

        quest_title_bytes = PacketWriter.string_to_bytes(quest_title)
        request_items_text_bytes = PacketWriter.string_to_bytes(request_items_text)
        data = pack(
            f'<QI{len(quest_title_bytes)}s{len(request_items_text_bytes)}s3I',
            quest_giver_id,
            quest.entry,
            quest_title_bytes,
            request_items_text_bytes,
            0,  # Emote delay
            quest.CompleteEmote if is_completable else quest.IncompleteEmote,
            close_on_cancel,  # Close Window after cancel
        )

        req_items = list(filter((0).__ne__, QuestHelpers.generate_req_item_list(quest)))
        req_items_count_list = list(filter((0).__ne__, QuestHelpers.generate_req_item_count_list(quest)))
        data += pack('<I', len(req_items))
        for index in range(len(req_items)):
            data += self._gen_item_struct(req_items[index], req_items_count_list[index])

        data += pack(
            '<3I',
            0x02,  # MaskMatch
            0x03 if is_completable else 0x00,  # Completable = Player has items?
            0x04,  # HasFaction
        )

        packet = PacketWriter.get_packet(OpCode.SMSG_QUESTGIVER_REQUEST_ITEMS, data)
        self.player_mgr.enqueue_packet(packet)
コード例 #11
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    def handle_choose_reward(self, quest_giver_guid, quest_id, item_choice):
        if quest_id not in self.active_quests:
            return

        active_quest = self.active_quests[quest_id]
        if not active_quest.is_quest_complete(quest_giver_guid):
            return

        # Remove required items from the player inventory.
        req_item_list = QuestHelpers.generate_req_item_list(active_quest.quest)
        req_item_count = QuestHelpers.generate_req_item_count_list(
            active_quest.quest)
        for index, req_item in enumerate(req_item_list):
            if req_item != 0:
                self.player_mgr.inventory.remove_items(req_item,
                                                       req_item_count[index])

        # Add the chosen item, if any.
        rew_item_choice_list = QuestHelpers.generate_rew_choice_item_list(
            active_quest.quest)
        if item_choice < len(rew_item_choice_list
                             ) and rew_item_choice_list[item_choice] > 0:
            self.player_mgr.inventory.add_item(
                entry=rew_item_choice_list[item_choice], show_item_get=False)

        given_xp = active_quest.reward_xp()
        given_gold = active_quest.reward_gold()

        # Remove from log and mark as rewarded.
        self.remove_from_quest_log(quest_id)
        self.completed_quests.add(quest_id)

        # Update db quest status.
        active_quest.update_quest_status(rewarded=True)

        data = pack(
            '<4I',
            quest_id,
            3,  # Investigate
            given_xp,
            given_gold)

        # Give player reward items, if any. Client will announce them.
        rew_item_list = list(
            filter((0).__ne__,
                   QuestHelpers.generate_rew_item_list(active_quest.quest)))
        rew_item_count_list = list(
            filter((0).__ne__,
                   QuestHelpers.generate_rew_count_list(active_quest.quest)))
        data += pack('<I', len(rew_item_list))
        for index, rew_item in enumerate(rew_item_list):
            data += pack('<2I', rew_item_list[index],
                         rew_item_count_list[index])
            self.player_mgr.inventory.add_item(entry=rew_item_list[index],
                                               show_item_get=False)

        # TODO: Handle RewSpell and RewSpellCast upon completion.
        self.player_mgr.enqueue_packet(
            PacketWriter.get_packet(OpCode.SMSG_QUESTGIVER_QUEST_COMPLETE,
                                    data))

        # Update surrounding, NextQuestInChain was not working properly.
        self.update_surrounding_quest_status()
コード例 #12
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    def send_quest_query_response(self, quest):
        data = pack(f'<3Ii4I', quest.entry, quest.Method, quest.QuestLevel,
                    quest.ZoneOrSort, quest.Type, quest.NextQuestInChain,
                    quest.RewOrReqMoney, quest.SrcItemId)

        # Rewards given no matter what.
        rew_item_list = QuestHelpers.generate_rew_item_list(quest)
        rew_item_count_list = QuestHelpers.generate_rew_count_list(quest)
        for index, item in enumerate(rew_item_list):
            data += pack('<2I', item, rew_item_count_list[index])

        # Reward choices.
        rew_choice_item_list = QuestHelpers.generate_rew_choice_item_list(
            quest)
        rew_choice_count_list = QuestHelpers.generate_rew_choice_count_list(
            quest)
        for index, item in enumerate(rew_choice_item_list):
            data += pack('<2I', item, rew_choice_count_list[index])

        title_bytes = PacketWriter.string_to_bytes(quest.Title)
        details_bytes = PacketWriter.string_to_bytes(quest.Details)
        objectives_bytes = PacketWriter.string_to_bytes(quest.Objectives)
        end_bytes = PacketWriter.string_to_bytes(quest.EndText)
        data += pack(
            f'<I2fI{len(title_bytes)}s{len(details_bytes)}s{len(objectives_bytes)}s{len(end_bytes)}s',
            quest.PointMapId,
            quest.PointX,
            quest.PointY,
            quest.PointOpt,
            title_bytes,
            details_bytes,
            objectives_bytes,
            end_bytes,
        )

        # Required kills / Required items count.
        req_creatures_or_gos = QuestHelpers.generate_req_creature_or_go_list(
            quest)
        req_creatures_or_gos_count_list = QuestHelpers.generate_req_creature_or_go_count_list(
            quest)
        req_items = QuestHelpers.generate_req_item_list(quest)
        req_items_count_list = QuestHelpers.generate_req_item_count_list(quest)
        for index, creature_or_go in enumerate(req_creatures_or_gos):
            data += pack(
                '<4IB',
                creature_or_go if creature_or_go >= 0 else
                (creature_or_go * -1) | 0x80000000,
                req_creatures_or_gos_count_list[index],
                req_items[index],
                req_items_count_list[index],
                0x0  # Unknown, if missing, multiple objective quests will not display properly.
            )

        # Objective texts.
        req_objective_text_list = QuestHelpers.generate_objective_text_list(
            quest)
        for index, objective_text in enumerate(req_objective_text_list):
            req_objective_text_bytes = PacketWriter.string_to_bytes(
                req_objective_text_list[index])
            data += pack(f'{len(req_objective_text_bytes)}s',
                         req_objective_text_bytes)

        self.player_mgr.enqueue_packet(
            PacketWriter.get_packet(OpCode.SMSG_QUEST_QUERY_RESPONSE, data))
コード例 #13
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    def send_quest_giver_quest_details(self, quest_template, quest_giver_guid,
                                       activate_accept):
        # Quest information
        quest_title = PacketWriter.string_to_bytes(quest_template.Title)
        quest_details = PacketWriter.string_to_bytes(quest_template.Details)
        quest_objectives = PacketWriter.string_to_bytes(
            quest_template.Objectives)
        data = pack(
            f'<QI{len(quest_title)}s{len(quest_details)}s{len(quest_objectives)}sI',
            quest_giver_guid, quest_template.entry, quest_title, quest_details,
            quest_objectives, 1 if activate_accept else 0)

        # Reward choices
        rew_choice_item_list = list(
            filter((0).__ne__,
                   QuestHelpers.generate_rew_choice_item_list(quest_template)))
        rew_choice_count_list = list(
            filter(
                (0).__ne__,
                QuestHelpers.generate_rew_choice_count_list(quest_template)))
        data += pack('<I', len(rew_choice_item_list))
        for index, item in enumerate(rew_choice_item_list):
            data += self._gen_item_struct(item, rew_choice_count_list[index])

        # Reward items
        rew_item_list = list(
            filter((0).__ne__,
                   QuestHelpers.generate_rew_item_list(quest_template)))
        rew_count_list = list(
            filter((0).__ne__,
                   QuestHelpers.generate_rew_count_list(quest_template)))
        data += pack('<I', len(rew_item_list))
        for index, item in enumerate(rew_item_list):
            data += self._gen_item_struct(item, rew_count_list[index])

        # Reward money
        data += pack('<I', quest_template.RewOrReqMoney)

        # Required items
        req_item_list = list(
            filter((0).__ne__,
                   QuestHelpers.generate_req_item_list(quest_template)))
        req_count_list = list(
            filter((0).__ne__,
                   QuestHelpers.generate_req_item_count_list(quest_template)))
        data += pack('<I', len(req_item_list))
        for index, item in enumerate(req_item_list):
            data += self._gen_item_struct(item, req_count_list[index])

        # Required kill / go count
        req_creature_or_go_list = list(
            filter(
                (0).__ne__,
                QuestHelpers.generate_req_creature_or_go_list(quest_template)))
        req_creature_or_go_count_list = list(
            filter((0).__ne__,
                   QuestHelpers.generate_req_creature_or_go_count_list(
                       quest_template)))
        data += pack('<I', len(req_creature_or_go_list))
        for index, creature_or_go in enumerate(req_creature_or_go_list):
            data += pack(
                '<2I', creature_or_go if creature_or_go >= 0 else
                (creature_or_go * -1) | 0x80000000,
                req_creature_or_go_count_list[index])

        self.player_mgr.enqueue_packet(
            PacketWriter.get_packet(OpCode.SMSG_QUESTGIVER_QUEST_DETAILS,
                                    data))
コード例 #14
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    def handle_choose_reward(self, quest_giver_guid, quest_id, item_choice):
        quest = WorldDatabaseManager.QuestTemplateHolder.quest_get_by_entry(quest_id)
        if not quest:
            return

        # If this is an instant complete quest, load or create its db state.
        if QuestHelpers.is_instant_complete_quest(quest) and quest_id not in self.active_quests:
            db_quest = RealmDatabaseManager.character_get_quest_by_id(self.player_mgr.guid, quest_id)
            if db_quest:
                self.active_quests[quest_id] = ActiveQuest(db_quest, self.player_mgr, quest)
            else:
                self.active_quests[quest_id] = self._create_db_quest_status(quest)
                self.active_quests[quest_id].save(is_new=True)

        active_quest = self.active_quests[quest_id]
        if not active_quest.is_quest_complete(quest_giver_guid):
            return

        # Remove required items from the player inventory.
        req_item_list = QuestHelpers.generate_req_item_list(quest)
        req_item_count = QuestHelpers.generate_req_item_count_list(quest)
        for index, req_item in enumerate(req_item_list):
            if req_item != 0:
                self.player_mgr.inventory.remove_items(req_item, req_item_count[index])

        # Add the chosen item, if any.
        rew_item_choice_list = QuestHelpers.generate_rew_choice_item_list(quest)
        if item_choice < len(rew_item_choice_list) and rew_item_choice_list[item_choice] > 0:
            self.player_mgr.inventory.add_item(entry=rew_item_choice_list[item_choice], show_item_get=False)

        given_xp = active_quest.reward_xp()
        given_gold = active_quest.reward_gold()
        active_quest.reward_reputation()

        # Update db quest status to rewarded.
        active_quest.update_quest_status(rewarded=True)

        # Repeatable quests are not persisted.
        if not QuestHelpers.is_quest_repeatable(active_quest.quest):
            # Remove from log and mark as rewarded.
            self.remove_from_quest_log(quest_id)
            self.completed_quests.add(quest_id)

        # Remove from active quests if needed.
        if quest.entry in self.active_quests:
            del self.active_quests[quest.entry]

        data = pack(
            '<4I',
            quest_id,
            3,  # Investigate
            int(given_xp * config.Server.Settings.xp_rate),
            given_gold
        )

        # Give player reward items, if any. Client will announce them.
        rew_item_list = list(filter((0).__ne__, QuestHelpers.generate_rew_item_list(active_quest.quest)))
        rew_item_count_list = list(filter((0).__ne__, QuestHelpers.generate_rew_count_list(active_quest.quest)))
        data += pack('<I', len(rew_item_list))
        for index, rew_item in enumerate(rew_item_list):
            data += pack('<2I', rew_item_list[index], rew_item_count_list[index])
            self.player_mgr.inventory.add_item(entry=rew_item_list[index], count=rew_item_count_list[index],
                                               show_item_get=False)

        self.player_mgr.enqueue_packet(PacketWriter.get_packet(OpCode.SMSG_QUESTGIVER_QUEST_COMPLETE, data))

        # Cast spell if needed.
        if active_quest.quest.RewSpellCast:
            self.cast_reward_spell(quest_giver_guid, active_quest)

        # Update surrounding, NextQuestInChain was not working properly.
        self.update_surrounding_quest_status()