Beispiel #1
0
        private static void ProcessQuestRequest(QuestReq req, Quest q, string lfs)
        {
            if (!DoBeforeStart(req, q, lfs))
            {
                return;
            }

            GameObject obj = FindQuestGameObj(req, q, lfs);

            MoveTargetQuestGameObj(req, obj, q, lfs);

            SelectGameObjQuest(req, obj, q, lfs);

            DoActionEx(req, q, lfs);
        }
Beispiel #2
0
        public static void DoAction(QuestReq req, string lfs)
        {
            Output.Instance.Debug(lfs, req.ActionName + "ing quest ...");

            if (req.ActionName.Equals("Accept"))
            {
                LuaHelper.Exec("AcceptQuest");
            }
            else if (req.ActionName.Equals("Deliver"))
            {
                LuaHelper.Exec("DeliverQuest", req.Choice);
            }

            // Wait a bit to update log
            Thread.Sleep(2000);
        }
Beispiel #3
0
        public static void MoveTargetQuestGameObj(QuestReq req, GameObject obj, Quest q, string lfs)
        {
            try
            {
                Output.Instance.Log(lfs, "Moving to quest " + req.NpcDestText + " ...");
                NpcHelper.MoveToGameObj(obj, lfs);
            }
            catch (CantReachNpcException e1)
            {
                throw new QuestSkipException(e1.Message);
            }
            catch (Exception e)
            {
                throw new QuestSkipException("Unable reach NPC. " + e.Message);
            }

            Output.Instance.Debug(lfs, "Reached the quest " + req.NpcDestText + ".");
            NpcHelper.TargetGameObj(obj, lfs);
        }
Beispiel #4
0
        private static bool DoBeforeStart(QuestReq req, Quest q, string lfs)
        {
            if (req.QuestStatus.Equals("quest_start"))
            {
                // Check if quest already in quest log
                q.Idx = QuestHelper.FindLogQuest(q.Title, lfs);
                if (q.Idx > 0)
                {
                    Output.Instance.Log(lfs, "Quest already accepted");
                    return(false);
                }

                q.State = QuestStates.ACCEPTED;
                return(true);
            }
            else if (req.QuestStatus.Equals("quest_end"))
            {
                // Check if quest already in quest log
                int idx = QuestHelper.FindLogQuest(q.Title, lfs);
                if (idx == 0)
                {
                    Output.Instance.Log(lfs, "Quest not in a log list");
                    return(false);
                }

                // Check if quest completed
                if (!QuestHelper.IsQuestLogCompleted(idx))
                {
                    Output.Instance.Log(lfs, "Quest not is not completed");
                    return(false);
                }

                return(true);
            }
            else
            {
                throw new QuestSkipException(
                          "Unknown quest status '" + req.QuestStatus);
            }
        }
Beispiel #5
0
        public static void SelectGameObjQuest(QuestReq req, GameObject obj, Quest q, string lfs)
        {
            string[] dinfo;
            try
            {
                dinfo = NpcHelper.InteractNpc(obj.Name, false, lfs);
            }
            catch (NpcInteractException ne)
            {
                throw new QuestProcessingException(ne.Message);
            }
            catch (Exception e)
            {
                throw new Exception("Unable Interact with NPC." +
                                    e.Message);
            }

            // If NPC has a single quest it can be opened already
            // null dinfo[0] cause NpcInteractException
            if (!dinfo[0].Equals(req.QuestStatus))
            {
                // Check if quest available
                bool avail;
                try
                {
                    avail = CheckQuest(q, dinfo, req, lfs);
                }
                catch (Exception e)
                {
                    throw new QuestSkipException(e.Message);
                }

                if (!avail)
                {
                    throw new QuestSkipException("NPC doesn't have a quest");
                }
            }

            q.State = QuestStates.SELECTED;
        }
Beispiel #6
0
        public static void DoActionEx(QuestReq req, Quest q, string lfs)
        {
            DoAction(req, lfs);

            string qtitle = q.Title;

            // After action
            q.Idx = QuestHelper.FindLogQuest(qtitle, lfs);

            if (req.QuestStatus.Equals("quest_start"))
            {
                // Check that quest is in toon log
                if (q.Idx == 0)
                {
                    throw new QuestSkipException(
                              "Unable find quest in toon log after it been accepted '");
                }
            }
            else if (req.QuestStatus.Equals("quest_end"))
            {
                // Check that quest is in toon log
                if (q.Idx > 0)
                {
                    throw new QuestSkipException(
                              "Quest still in toon's quest log after it been delivered");
                }
            }
            else
            {
                throw new QuestSkipException(
                          "Unknown quest status '" + req.QuestStatus);
            }

            Output.Instance.Log(lfs, "Quest '" + qtitle +
                                "' successfully " + req.ActionName.ToLower() + "ed'");

            q.State = req.FinalState;
        }
Beispiel #7
0
        public static GameObject FindQuestGameObj(QuestReq req, Quest q, string lfs)
        {
            // Set player current zone
            WowPlayer player = ProcessManager.Player;

            player.SetCurrentMapInfo();

            string qt = q.Title;

            // Get quest npc
            GameObject obj = q.GameObjList[req.NpcId];

            if (obj == null)
            {
                throw new QuestSkipException(
                          "Quest " + req.NpcDestText + " NPC not found for quest '" + qt);
            }

            Output.Instance.Log(lfs, "Located NPC '" + obj.Name +
                                "' as quest " + req.NpcDestText + " for quest '" + qt + "'");

            q.State = QuestStates.OBJ_FOUND;
            return(obj);
        }
Beispiel #8
0
        private static void ProcessQuestRequest(QuestReq req, Quest q, string lfs)
        {
            if (!DoBeforeStart(req, q, lfs))
                return;

            GameObject obj = FindQuestGameObj(req, q, lfs);

            MoveTargetQuestGameObj(req, obj, q, lfs);

            SelectGameObjQuest(req, obj, q, lfs);

            DoActionEx(req, q, lfs);
        }
Beispiel #9
0
        private static bool DoBeforeStart(QuestReq req, Quest q, string lfs)
        {
            if (req.QuestStatus.Equals("quest_start"))
            {
                // Check if quest already in quest log
                q.Idx = QuestHelper.FindLogQuest(q.Title, lfs);
                if (q.Idx > 0)
                {
                    Output.Instance.Log(lfs, "Quest already accepted");
                    return false;
                }

                q.State = QuestStates.ACCEPTED;
                return true;
            }
            else if (req.QuestStatus.Equals("quest_end"))
            {
                // Check if quest already in quest log
                int idx = QuestHelper.FindLogQuest(q.Title, lfs);
                if (idx == 0)
                {
                    Output.Instance.Log(lfs, "Quest not in a log list");
                    return false;
                }

                // Check if quest completed
                if (!QuestHelper.IsQuestLogCompleted(idx))
                {
                    Output.Instance.Log(lfs, "Quest not is not completed");
                    return false;
                }

                return true;
            }
            else
                throw new QuestSkipException(
                    "Unknown quest status '" + req.QuestStatus);
        }
Beispiel #10
0
        /// <summary>
        /// Check if current quest avail
        /// If it on NPC gossip frame than select it
        /// If it already open than we fine
        /// </summary>
        /// <param name="q">Quest</param>
        /// <returns>true if NPC has quest</returns>
        private static bool CheckQuest(Quest q, 
                        string[] dinfo, QuestReq req, string lfs)
        {
            string cur_service = null;

            if (dinfo == null)
            {
                dinfo = NpcHelper.GetTargetNpcDialogInfo(q.Src.Name, false, lfs);
                cur_service = dinfo[0];
            }
            else
                cur_service = dinfo[0];

            if (cur_service.Equals("gossip"))
            {
                Output.Instance.Debug(lfs, "GossipFrame opened.");

                Output.Instance.Debug(lfs, "Looking for quest ...");

                int idx = QuestHelper.FindGossipQuestIdByTitle(q.Title, req.ProcName);
                if (idx < 0)
                    return false;

                // Selecting quest
                Output.Instance.Debug(lfs, "Selecting quest by Id: " + idx);
                LuaHelper.Exec("SelectGossip" + req.ProcName + "Quest", idx);

                // Wait for quest frame pop up
                try
                {
                    NpcHelper.WaitDialogOpen("Quest", lfs);
                }
                catch (NpcInteractException ne)
                {
                    throw new QuestProcessingException(ne.Message);
                }
                catch (Exception e)
                {
                    throw new QuestProcessingException(
                        "NPC doesn't show QuestFrame. " + e.Message);
                }

                // Call itself again to parse the quest
                return CheckQuest(q, null, req, lfs);

            }
            else if (cur_service.Equals("quest_start"))
            {
                Output.Instance.Debug("Parsing quest info line '" + dinfo[1] + "'");
                string[] headers = dinfo[1].Split(new string[] {
                                        "::" }, StringSplitOptions.None);

                string title = headers[0];
                return (!string.IsNullOrEmpty(title) && title.Equals(q.Title));
            }
            else if (cur_service.Equals("quest_progress"))
            {
                // Quest progress
                // Click continue and check next screen
                LuaHelper.Exec("CompleteQuest");
                // Wait to change quest frame
                Thread.Sleep(2000);
                return CheckQuest(q, null, req, lfs);
            }
            else if (cur_service.Equals("quest_end"))
                return true;
            else
                // Quest not found nor on gossip frame nor on active frame
                throw new QuestProcessingException(
                    "Quest not found nor on GossipFrame nor on ActiveFrame");
        }
Beispiel #11
0
        public static void SelectGameObjQuest(QuestReq req, GameObject obj, Quest q, string lfs)
        {
            string[] dinfo;
            try
            {
                dinfo = NpcHelper.InteractNpc(obj.Name, false, lfs);
            }
            catch (NpcInteractException ne)
            {
                throw new QuestProcessingException(ne.Message);
            }
            catch (Exception e)
            {
                throw new Exception("Unable Interact with NPC." +
                        e.Message);
            }

            // If NPC has a single quest it can be opened already
            // null dinfo[0] cause NpcInteractException
            if (!dinfo[0].Equals(req.QuestStatus))
            {
                // Check if quest available
                bool avail;
                try
                {
                    avail = CheckQuest(q, dinfo, req, lfs);
                }
                catch (Exception e)
                {
                    throw new QuestSkipException(e.Message);
                }

                if (!avail)
                    throw new QuestSkipException("NPC doesn't have a quest");
            }

            q.State = QuestStates.SELECTED;
        }
Beispiel #12
0
        public static void MoveTargetQuestGameObj(QuestReq req, GameObject obj, Quest q, string lfs)
        {
            try
            {
                Output.Instance.Log(lfs, "Moving to quest " + req.NpcDestText + " ...");
                NpcHelper.MoveToGameObj(obj, lfs);
            }
            catch (CantReachNpcException e1)
            {
                throw new QuestSkipException(e1.Message);
            }
            catch (Exception e)
            {
                throw new QuestSkipException("Unable reach NPC. " + e.Message);
            }

            Output.Instance.Debug(lfs, "Reached the quest " + req.NpcDestText + ".");
            NpcHelper.TargetGameObj(obj, lfs);
        }
Beispiel #13
0
        public static GameObject FindQuestGameObj(QuestReq req, Quest q, string lfs)
        {
            // Set player current zone
            WowPlayer player = ProcessManager.Player;

            player.SetCurrentMapInfo();

            string qt = q.Title;

            // Get quest npc
            GameObject obj = q.GameObjList[req.NpcId];
            if (obj == null)
                throw new QuestSkipException(
                    "Quest " + req.NpcDestText + " NPC not found for quest '" + qt);

            Output.Instance.Log(lfs, "Located NPC '" + obj.Name +
                "' as quest " + req.NpcDestText + " for quest '" + qt + "'");

            q.State = QuestStates.OBJ_FOUND;
            return obj;
        }
Beispiel #14
0
        public static void DoActionEx(QuestReq req, Quest q, string lfs)
        {
            DoAction(req, lfs);

            string qtitle = q.Title;

            // After action
            q.Idx = QuestHelper.FindLogQuest(qtitle, lfs);

            if (req.QuestStatus.Equals("quest_start"))
            {
                // Check that quest is in toon log
                if (q.Idx == 0)
                    throw new QuestSkipException(
                        "Unable find quest in toon log after it been accepted '");
            }
            else if (req.QuestStatus.Equals("quest_end"))
            {
                // Check that quest is in toon log
                if (q.Idx > 0)
                    throw new QuestSkipException(
                        "Quest still in toon's quest log after it been delivered");
            }
            else
                throw new QuestSkipException(
                    "Unknown quest status '" + req.QuestStatus);

            Output.Instance.Log(lfs, "Quest '" + qtitle +
                "' successfully " + req.ActionName.ToLower() + "ed'");

            q.State = req.FinalState;
        }
Beispiel #15
0
        public static void DoAction(QuestReq req, string lfs)
        {
            Output.Instance.Debug(lfs, req.ActionName + "ing quest ...");

            if (req.ActionName.Equals("Accept"))
                LuaHelper.Exec("AcceptQuest");
            else if (req.ActionName.Equals("Deliver"))
                LuaHelper.Exec("DeliverQuest", req.Choice);

            // Wait a bit to update log
            Thread.Sleep(2000);
        }
Beispiel #16
0
        /// <summary>
        /// Check if current quest avail
        /// If it on NPC gossip frame than select it
        /// If it already open than we fine
        /// </summary>
        /// <param name="q">Quest</param>
        /// <returns>true if NPC has quest</returns>
        private static bool CheckQuest(Quest q,
                                       string[] dinfo, QuestReq req, string lfs)
        {
            string cur_service = null;

            if (dinfo == null)
            {
                dinfo       = NpcHelper.GetTargetNpcDialogInfo(q.Src.Name, false, lfs);
                cur_service = dinfo[0];
            }
            else
            {
                cur_service = dinfo[0];
            }

            if (cur_service.Equals("gossip"))
            {
                Output.Instance.Debug(lfs, "GossipFrame opened.");

                Output.Instance.Debug(lfs, "Looking for quest ...");

                int idx = QuestHelper.FindGossipQuestIdByTitle(q.Title, req.ProcName);
                if (idx < 0)
                {
                    return(false);
                }

                // Selecting quest
                Output.Instance.Debug(lfs, "Selecting quest by Id: " + idx);
                LuaHelper.Exec("SelectGossip" + req.ProcName + "Quest", idx);

                // Wait for quest frame pop up
                try
                {
                    NpcHelper.WaitDialogOpen("Quest", lfs);
                }
                catch (NpcInteractException ne)
                {
                    throw new QuestProcessingException(ne.Message);
                }
                catch (Exception e)
                {
                    throw new QuestProcessingException(
                              "NPC doesn't show QuestFrame. " + e.Message);
                }

                // Call itself again to parse the quest
                return(CheckQuest(q, null, req, lfs));
            }
            else if (cur_service.Equals("quest_start"))
            {
                Output.Instance.Debug("Parsing quest info line '" + dinfo[1] + "'");
                string[] headers = dinfo[1].Split(new string[] {
                    "::"
                }, StringSplitOptions.None);

                string title = headers[0];
                return(!string.IsNullOrEmpty(title) && title.Equals(q.Title));
            }
            else if (cur_service.Equals("quest_progress"))
            {
                // Quest progress
                // Click continue and check next screen
                LuaHelper.Exec("CompleteQuest");
                // Wait to change quest frame
                Thread.Sleep(2000);
                return(CheckQuest(q, null, req, lfs));
            }
            else if (cur_service.Equals("quest_end"))
            {
                return(true);
            }
            else
            {
                // Quest not found nor on gossip frame nor on active frame
                throw new QuestProcessingException(
                          "Quest not found nor on GossipFrame nor on ActiveFrame");
            }
        }