public virtual ActionResult ResetQuests()
        {
            var myMembershipId = User.Identity.GetUserId();
            var me             = PlayerProcedures.GetPlayerFromMembership(myMembershipId);

            if (!PvPStatics.ChaosMode)
            {
                TempData["Error"] = "You can only do this in chaos mode.";
                return(RedirectToAction(MVC.PvP.Play()));
            }

            QuestProcedures.PlayerClearAllQuestStatuses(me);
            QuestProcedures.ClearQuestPlayerVariables(me.Id, me.InQuest);

            return(RedirectToAction(MVC.PvP.Play()));
        }
        public virtual ActionResult EndQuest(bool restore)
        {
            var myMembershipId = User.Identity.GetUserId();
            var me             = PlayerProcedures.GetPlayerFromMembership(myMembershipId);

            // assert that this player is in a quest
            if (me.InQuest <= 0)
            {
                TempData["Error"] = "You are not in a quest.";
                return(RedirectToAction(MVC.PvP.Play()));
            }

            var quest = QuestProcedures.GetQuest(me.InQuest);
            var state = QuestProcedures.GetQuestState(me.InQuestState);

            // assert that there is an end state to this quest state
            if (!state.QuestEnds.Any())
            {
                TempData["Error"]    = "You are not yet at the end of your quest!";
                TempData["SubError"] = "If it is impossible for you to continue with this quest, you may abandon it.";
                return(RedirectToAction(MVC.Quest.Quest()));
            }

            var endType = state.QuestEnds.First().EndType;

            // if the player is not animate, either restore them or create a new item for them to exist as
            if (me.Mobility != PvPStatics.MobilityFull)
            {
                if (restore && me.Mobility != PvPStatics.MobilityFull)
                {
                    PlayerProcedures.InstantRestoreToBase(me);
                }
                else if (!restore)
                {
                    var newform = FormStatics.GetForm(me.FormSourceId);
                    ItemProcedures.PlayerBecomesItem(me, newform, null);
                }
            }

            // fail!
            if (endType == (int)QuestStatics.QuestOutcomes.Failed)
            {
                QuestProcedures.PlayerEndQuest(me, (int)QuestStatics.QuestOutcomes.Failed);
                QuestProcedures.ClearQuestPlayerVariables(me.Id, me.InQuest);

                StatsProcedures.AddStat(me.MembershipId, StatsProcedures.Stat__QuestsFailed, 1);

                TempData["Result"] = "You unfortunately failed the quest <b>" + quest.Name + "</b>.  Better luck next time!  If there is one...";
                return(RedirectToAction(MVC.PvP.Play()));
            }

            // pass!
            var victoryMessage = QuestProcedures.PlayerEndQuest(me, (int)QuestStatics.QuestOutcomes.Completed);

            QuestProcedures.ClearQuestPlayerVariables(me.Id, me.InQuest);

            StatsProcedures.AddStat(me.MembershipId, StatsProcedures.Stat__QuestsPassed, 1);

            TempData["Result"] = "Congratulations, you completed the quest <b>" + quest.Name + "</b>!" + victoryMessage;

            return(RedirectToAction(MVC.PvP.Play()));
        }