Files
CypherCore/Source/Game/Pools/QuestPools.cs
T
2023-01-18 17:25:32 -05:00

301 lines
13 KiB
C#

// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
using Framework.Constants;
using Framework.Database;
using Game.Entities;
using Game.Maps;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Game
{
public class QuestPoolManager : Singleton<QuestPoolManager>
{
List<QuestPool> _dailyPools = new();
List<QuestPool> _weeklyPools = new();
List<QuestPool> _monthlyPools = new();
Dictionary<uint, QuestPool> _poolLookup = new(); // questId -> pool
QuestPoolManager() { }
public static void RegeneratePool(QuestPool pool)
{
Cypher.Assert(!pool.members.Empty(), $"Quest pool {pool.poolId} is empty");
Cypher.Assert(pool.numActive <= pool.members.Count, $"Quest Pool {pool.poolId} requests {pool.numActive} spawns, but has only {pool.members.Count} members.");
int n = pool.members.Count - 1;
pool.activeQuests.Clear();
for (uint i = 0; i < pool.numActive; ++i)
{
uint j = RandomHelper.URand(i, n);
if (i != j)
{
var leftList = pool.members[i];
pool.members[i] = pool.members[j];
pool.members[j] = leftList;
}
foreach (uint quest in pool.members[i])
pool.activeQuests.Add(quest);
}
}
public static void SaveToDB(QuestPool pool, SQLTransaction trans)
{
PreparedStatement delStmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_POOL_QUEST_SAVE);
delStmt.AddValue(0, pool.poolId);
trans.Append(delStmt);
foreach (uint questId in pool.activeQuests)
{
PreparedStatement insStmt = DB.Characters.GetPreparedStatement(CharStatements.INS_POOL_QUEST_SAVE);
insStmt.AddValue(0, pool.poolId);
insStmt.AddValue(1, questId);
trans.Append(insStmt);
}
}
public void LoadFromDB()
{
uint oldMSTime = Time.GetMSTime();
Dictionary<uint, Tuple<List<QuestPool>, int>> lookup = new(); // poolId -> (list, index)
_poolLookup.Clear();
_dailyPools.Clear();
_weeklyPools.Clear();
_monthlyPools.Clear();
// load template data from world DB
{
SQLResult result = DB.World.Query("SELECT qpm.questId, qpm.poolId, qpm.poolIndex, qpt.numActive FROM quest_pool_members qpm LEFT JOIN quest_pool_template qpt ON qpm.poolId = qpt.poolId");
if (result.IsEmpty())
{
Log.outInfo(LogFilter.ServerLoading, "Loaded 0 quest pools. DB table `quest_pool_members` is empty.");
return;
}
do
{
if (result.IsNull(2))
{
Log.outError(LogFilter.Sql, $"Table `quest_pool_members` contains reference to non-existing pool {result.Read<uint>(1)}. Skipped.");
continue;
}
uint questId = result.Read<uint>(0);
uint poolId = result.Read<uint>(1);
uint poolIndex = result.Read<uint>(2);
uint numActive = result.Read<uint>(3);
Quest quest = Global.ObjectMgr.GetQuestTemplate(questId);
if (quest == null)
{
Log.outError(LogFilter.Sql, "Table `quest_pool_members` contains reference to non-existing quest %u. Skipped.", questId);
continue;
}
if (!quest.IsDailyOrWeekly() && !quest.IsMonthly())
{
Log.outError(LogFilter.Sql, "Table `quest_pool_members` contains reference to quest %u, which is neither daily, weekly nor monthly. Skipped.", questId);
continue;
}
if (!lookup.ContainsKey(poolId))
{
var poolList = quest.IsDaily() ? _dailyPools : quest.IsWeekly() ? _weeklyPools : _monthlyPools;
poolList.Add(new QuestPool() { poolId = poolId, numActive = numActive });
lookup.Add(poolId, new Tuple<List<QuestPool>, int>(poolList, poolList.Count - 1));
}
var pair = lookup[poolId];
var members = pair.Item1[pair.Item2].members;
members.Add(poolIndex, questId);
} while (result.NextRow());
}
// load saved spawns from character DB
{
SQLResult result = DB.Characters.Query("SELECT pool_id, quest_id FROM pool_quest_save");
if (!result.IsEmpty())
{
List<uint> unknownPoolIds = new();
do
{
uint poolId = result.Read<uint>(0);
uint questId = result.Read<uint>(1);
var it = lookup.LookupByKey(poolId);
if (it == null || it.Item1 == null)
{
Log.outError(LogFilter.Sql, "Table `pool_quest_save` contains reference to non-existant quest pool %u. Deleted.", poolId);
unknownPoolIds.Add(poolId);
continue;
}
it.Item1[it.Item2].activeQuests.Add(questId);
} while (result.NextRow());
SQLTransaction trans0 = new SQLTransaction();
foreach (uint poolId in unknownPoolIds)
{
PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_POOL_QUEST_SAVE);
stmt.AddValue(0, poolId);
trans0.Append(stmt);
}
DB.Characters.CommitTransaction(trans0);
}
}
// post-processing and sanity checks
SQLTransaction trans = new SQLTransaction();
foreach (var pair in lookup)
{
if (pair.Value.Item1 == null)
continue;
QuestPool pool = pair.Value.Item1[pair.Value.Item2];
if (pool.members.Count < pool.numActive)
{
Log.outError(LogFilter.Sql, $"Table `quest_pool_template` contains quest pool {pool.poolId} requesting {pool.numActive} spawns, but only has {pool.members.Count} members. Requested spawns reduced.");
pool.numActive = (uint)pool.members.Count;
}
bool doRegenerate = pool.activeQuests.Empty();
if (!doRegenerate)
{
List<uint> accountedFor = new();
uint activeCount = 0;
for (uint i = (uint)pool.members.Count; (i--) != 0;)
{
var member = pool.members[i];
if (member.Empty())
{
Log.outError(LogFilter.Sql, $"Table `quest_pool_members` contains no entries at index {i} for quest pool {pool.poolId}. Index removed.");
pool.members.Remove(i);
continue;
}
// check if the first member is active
bool status = pool.activeQuests.Contains(member[0]);
// temporarily remove any spawns that are accounted for
if (status)
{
accountedFor.Add(member[0]);
pool.activeQuests.Remove(member[0]);
}
// now check if all other members also have the same status, and warn if not
foreach (var id in member)
{
bool otherStatus = pool.activeQuests.Contains(id);
if (status != otherStatus)
Log.outWarn(LogFilter.Sql, $"Table `pool_quest_save` {(status ? "does not have" : "has")} quest {id} (in pool {pool.poolId}, index {i}) saved, but its index is{(status ? "" : " not")} " +
$"active (because quest {member[0]} is{(status ? "" : " not")} in the table). Set quest {id} to {(status ? "" : "in")}active.");
if (otherStatus)
pool.activeQuests.Remove(id);
if (status)
accountedFor.Add(id);
}
if (status)
++activeCount;
}
// warn for any remaining active spawns (not part of the pool)
foreach (uint quest in pool.activeQuests)
Log.outWarn(LogFilter.Sql, $"Table `pool_quest_save` has saved quest {quest} for pool {pool.poolId}, but that quest is not part of the pool. Skipped.");
// only the previously-found spawns should actually be active
pool.activeQuests = accountedFor;
if (activeCount != pool.numActive)
{
doRegenerate = true;
Log.outError(LogFilter.Sql, $"Table `pool_quest_save` has {activeCount} active members saved for pool {pool.poolId}, which requests {pool.numActive} active members. Pool spawns re-generated.");
}
}
if (doRegenerate)
{
RegeneratePool(pool);
SaveToDB(pool, trans);
}
foreach (var memberKey in pool.members.Keys)
{
foreach (uint quest in pool.members[memberKey])
{
if (_poolLookup.ContainsKey(quest))
{
Log.outError(LogFilter.Sql, $"Table `quest_pool_members` lists quest {quest} as member of pool {pool.poolId}, but it is already a member of pool {_poolLookup[quest].poolId}. Skipped.");
continue;
}
_poolLookup[quest] = pool;
}
}
}
DB.Characters.CommitTransaction(trans);
Log.outInfo(LogFilter.ServerLoading, $"Loaded {_dailyPools.Count} daily, {_weeklyPools.Count} weekly and {_monthlyPools.Count} monthly quest pools in {Time.GetMSTimeDiffToNow(oldMSTime)} ms");
}
void Regenerate(List<QuestPool> pools)
{
SQLTransaction trans = new SQLTransaction();
foreach (QuestPool pool in pools)
{
RegeneratePool(pool);
SaveToDB(pool, trans);
}
DB.Characters.CommitTransaction(trans);
}
// the storage structure ends up making this kind of inefficient
// we don't use it in practice (only in debug commands), so that's fine
public QuestPool FindQuestPool(uint poolId)
{
bool lambda(QuestPool p) { return p.poolId == poolId; };
var questPool = _dailyPools.Find(lambda);
if (questPool != null)
return questPool;
questPool = _weeklyPools.Find(lambda);
if (questPool != null)
return questPool;
questPool = _monthlyPools.Find(lambda);
if (questPool != null)
return questPool;
return null;
}
public bool IsQuestActive(uint questId)
{
var it = _poolLookup.LookupByKey(questId);
if (it == null) // not pooled
return true;
return it.activeQuests.Contains(questId);
}
public void ChangeDailyQuests() { Regenerate(_dailyPools); }
public void ChangeWeeklyQuests() { Regenerate(_weeklyPools); }
public void ChangeMonthlyQuests() { Regenerate(_monthlyPools); }
public bool IsQuestPooled(uint questId) { return _poolLookup.ContainsKey(questId); }
}
public class QuestPool
{
public uint poolId;
public uint numActive;
public MultiMap<uint, uint> members = new();
public List<uint> activeQuests = new();
}
}