Exemplo n.º 1
0
    def send_quest_giver_offer_reward(self, quest, quest_giver_guid, enable_next=True):
        # Validate if its active to player and if its an instant complete quest.
        if quest.entry not in self.active_quests and not QuestHelpers.is_instant_complete_quest(quest):
            return

        # If this request is from an active quest (not an automatic instant complete dialog) validate again.
        if quest.entry in self.active_quests:
            # While the dialog was open displaying 'Quest Complete' the user destroyed items.
            # Validate if this quest can be completed.
            active_quest = self.active_quests[quest.entry]
            if not active_quest.can_complete_quest():
                self.send_cant_take_quest_response(QuestFailedReasons.QUEST_FAILED_MISSING_ITEMS)
                return

        quest_title_bytes = PacketWriter.string_to_bytes(quest.Title)
        display_dialog_text = quest.OfferRewardText

        dialog_text_bytes = PacketWriter.string_to_bytes(display_dialog_text)
        data = pack(
            f'<QI{len(quest_title_bytes)}s{len(dialog_text_bytes)}sI',
            quest_giver_guid,
            quest.entry,
            quest_title_bytes,
            dialog_text_bytes,
            1 if enable_next else 0  # enable_next
        )

        # Emote count, always 4.
        data += pack('<I', 4)
        for i in range(1, 5):
            offer_emote = eval(f'quest.OfferRewardEmote{i}')
            offer_emote_delay = eval(f'quest.OfferRewardEmoteDelay{i}')
            data += pack('<2I', offer_emote, offer_emote_delay)

        if QuestHelpers.has_pick_reward(quest):
            # Reward choices
            rew_choice_item_list = list(filter((0).__ne__, QuestHelpers.generate_rew_choice_item_list(quest)))
            rew_choice_count_list = list(filter((0).__ne__, QuestHelpers.generate_rew_choice_count_list(quest)))
            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])
        else:
            data += pack('<I', 0)

        #  Apart from available rewards to pick from, sometimes there are rewards you will also get, no matter what.
        if QuestHelpers.has_item_reward(quest):
            # Required items
            rew_item_list = list(filter((0).__ne__, QuestHelpers.generate_rew_item_list(quest)))
            rew_count_list = list(filter((0).__ne__, QuestHelpers.generate_rew_count_list(quest)))
            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])
        else:
            data += pack('<I', 0)

        # Reward Money, 0.5.3 does not handle spells as a possible reward. CGPlayer_C::OnQuestGiverChooseReward.
        data += pack('<I', quest.RewOrReqMoney if quest.RewOrReqMoney >= 0 else -quest.RewOrReqMoney)
        self.player_mgr.enqueue_packet(PacketWriter.get_packet(OpCode.SMSG_QUESTGIVER_OFFER_REWARD, data))
Exemplo n.º 2
0
    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)

        # Emotes
        data += pack('<I', 4)
        for index in range(1, 5):
            detail_emote = int(eval(f'quest_template.DetailsEmote{index}'))
            detail_emote_delay = eval(f'quest_template.DetailsEmoteDelay{index}')
            data += pack('<2I', detail_emote, detail_emote_delay)

        self.player_mgr.enqueue_packet(PacketWriter.get_packet(OpCode.SMSG_QUESTGIVER_QUEST_DETAILS, data))
Exemplo n.º 3
0
    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()
Exemplo n.º 4
0
    def send_quest_giver_offer_reward(self,
                                      active_quest,
                                      quest_giver_guid,
                                      enable_next=True):
        # CGPlayer_C::OnQuestGiverChooseReward
        quest = active_quest.quest
        quest_title_bytes = PacketWriter.string_to_bytes(quest.Title)
        display_dialog_text = quest.OfferRewardText

        dialog_text_bytes = PacketWriter.string_to_bytes(display_dialog_text)
        data = pack(
            f'<QI{len(quest_title_bytes)}s{len(dialog_text_bytes)}sI',
            quest_giver_guid,
            active_quest.quest.entry,
            quest_title_bytes,
            dialog_text_bytes,
            1 if enable_next else 0  # enable_next
        )

        # Emote count, always 4.
        data += pack('<I', 4)
        for i in range(1, 5):
            emote = eval(f'active_quest.quest.OfferRewardEmote{i}')
            delay = eval(f'active_quest.quest.OfferRewardEmoteDelay{i}')
            data += pack('<2I', emote, delay)

        if active_quest.has_pick_reward():
            # Reward choices
            rew_choice_item_list = list(
                filter((0).__ne__,
                       QuestHelpers.generate_rew_choice_item_list(quest)))
            rew_choice_count_list = list(
                filter((0).__ne__,
                       QuestHelpers.generate_rew_choice_count_list(quest)))
            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])
        else:
            data += pack('<I', 0)

        #  Apart from available rewards to pick from, sometimes there are rewards you will also get, no matter what.
        if active_quest.has_item_reward():
            # Required items
            rew_item_list = list(
                filter((0).__ne__, QuestHelpers.generate_rew_item_list(quest)))
            rew_count_list = list(
                filter((0).__ne__,
                       QuestHelpers.generate_rew_count_list(quest)))
            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])
        else:
            data += pack('<I', 0)

        # Reward
        data += pack(
            '<3I',
            quest.RewOrReqMoney
            if quest.RewOrReqMoney >= 0 else -quest.RewOrReqMoney,
            quest.RewSpell,
            quest.RewSpellCast,
        )

        self.player_mgr.enqueue_packet(
            PacketWriter.get_packet(OpCode.SMSG_QUESTGIVER_OFFER_REWARD, data))
Exemplo n.º 5
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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))
Exemplo n.º 6
0
    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))
Exemplo n.º 7
0
    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()