public async Task <bool> CanAcceptAsync(int id) { await using var ctx = new CdClientContext(); var mission = await ctx.MissionsTable.FirstAsync(m => m.Id == id); return(MissionParser.CheckPrerequiredMissions( mission.PrereqMissionID, GetCompletedMissions() )); }
// TODO: Improve private async Task SearchForNewAchievementsAsync <T>(MissionTaskType type, Lot lot, Func <T, Task> progress = null) where T : MissionTaskBase { await using var cdClient = new CdClientContext(); // // Collect tasks which fits the requirements of this action. // var otherTasks = new List <MissionTasks>(); // ReSharper disable once LoopCanBeConvertedToQuery foreach (var missionTask in cdClient.MissionTasksTable) { if (MissionParser.GetTargets(missionTask).Contains(lot)) { otherTasks.Add(missionTask); } } foreach (var task in otherTasks) { var mission = await cdClient.MissionsTable.FirstOrDefaultAsync(m => m.Id == task.Id); if (mission == default) { continue; } // // Check if mission is an achievement and has a task of the correct type. // if (mission.OfferobjectID != -1 || mission.TargetobjectID != -1 || (mission.IsMission ?? true) || task.TaskType != (int)type) { continue; } // // Get the mission on the character. If present. // var characterMission = MissionInstances.FirstOrDefault(m => m.MissionId == mission.Id); // // Check if the player could passably start this achievement. // if (characterMission != default) { continue; } // // Check if player has the Prerequisites to start this achievement. // var hasPrerequisites = MissionParser.CheckPrerequiredMissions( mission.PrereqMissionID, GetCompletedMissions() ); if (!hasPrerequisites) { continue; } // // Player can start achievement. // // Get Mission Id of new achievement. if (mission.Id == default) { continue; } var missionId = mission.Id.Value; // // Setup new achievement. // var instance = new MissionInstance(GameObject as Player, missionId); MissionInstances.Add(instance); await instance.LoadAsync(); // TODO: Silent? await instance.StartAsync(); var activeTask = instance.Tasks.First(t => t.TaskId == task.Uid); if (progress != null) { Detach(async() => { await progress(activeTask as T); }); } } }
private async Task <bool> RequiredForNewAchievementsAsync(MissionTaskType type, Lot lot) { await using var cdClient = new CdClientContext(); // // Collect tasks which fits the requirements of this action. // var otherTasks = new List <MissionTasks>(); // ReSharper disable once LoopCanBeConvertedToQuery foreach (var missionTask in ClientCache.Tasks) { if (MissionParser.GetTargets(missionTask).Contains(lot)) { otherTasks.Add(missionTask); } } foreach (var task in otherTasks) { var mission = await cdClient.MissionsTable.FirstOrDefaultAsync(m => m.Id == task.Id); if (mission == default) { continue; } // // Check if mission is an achievement and has a task of the correct type. // if (mission.OfferobjectID != -1 || mission.TargetobjectID != -1 || (mission.IsMission ?? true) || task.TaskType != (int)type) { continue; } // // Get the mission on the character. If present. // MissionInstance characterMission; await Lock.WaitAsync(); try { characterMission = MissionInstances.FirstOrDefault(m => m.MissionId == mission.Id); } finally { Lock.Release(); } // // Check if the player could passably start this achievement. // if (characterMission != default) { continue; } // // Check if player has the Prerequisites to start this achievement. // var hasPrerequisites = MissionParser.CheckPrerequiredMissions( mission.PrereqMissionID, GetCompletedMissions() ); if (hasPrerequisites) { return(true); } } return(false); }
//Engine file constructor public Level(string enginePath) { path = Path.GetDirectoryName(enginePath); // Engine elements using (EngineParser engineParser = new EngineParser(enginePath)) { game = engineParser.GetGameType(); //REMOVE THESE ASAP!!!!!111 renderDefBytes = engineParser.GetRenderDefBytes(); collBytesEngine = engineParser.GetCollisionBytes(); billboardBytes = engineParser.GetBillboardBytes(); soundConfigBytes = engineParser.GetSoundConfigBytes(); LOGGER.Debug("Parsing skybox..."); skybox = engineParser.GetSkyboxModel(); LOGGER.Debug("Success"); LOGGER.Debug("Parsing moby models..."); mobyModels = engineParser.GetMobyModels(); LOGGER.Debug("Added {0} moby models", mobyModels.Count); LOGGER.Debug("Parsing tie models..."); tieModels = engineParser.GetTieModels(); LOGGER.Debug("Added {0} tie models", tieModels.Count); LOGGER.Debug("Parsing shrub models..."); shrubModels = engineParser.GetShrubModels(); LOGGER.Debug("Added {0} shrub models", shrubModels.Count); LOGGER.Debug("Parsing weapons..."); gadgetModels = engineParser.GetGadgets(); LOGGER.Debug("Added {0} weapons", gadgetModels.Count); LOGGER.Debug("Parsing textures..."); textures = engineParser.GetTextures(); LOGGER.Debug("Added {0} textures", textures.Count); LOGGER.Debug("Parsing ties..."); ties = engineParser.GetTies(tieModels); LOGGER.Debug("Added {0} ties", ties.Count); LOGGER.Debug("Parsing Shrubs..."); shrubs = engineParser.GetShrubs(shrubModels); LOGGER.Debug("Added {0} shrubs", shrubs.Count); LOGGER.Debug("Parsing Lights..."); lights = engineParser.GetLights(); LOGGER.Debug("Added {0} lights", lights.Count); LOGGER.Debug("Parsing terrain elements..."); terrainEngine = engineParser.GetTerrainModel(); LOGGER.Debug("Added {0} terrain elements", terrainEngine.fragments.Count); LOGGER.Debug("Parsing player animations..."); playerAnimations = engineParser.GetPlayerAnimations((MobyModel)mobyModels[0]); LOGGER.Debug("Added {0} player animations", playerAnimations.Count); uiElements = engineParser.GetUiElements(); LOGGER.Debug("Added {0} ui elements", uiElements.Count); lightConfig = engineParser.GetLightConfig(); textureConfigMenus = engineParser.GetTextureConfigMenu(); collisionEngine = engineParser.GetCollisionModel(); unk3 = engineParser.GetUnk3Bytes(); unk4 = engineParser.GetUnk4Bytes(); unk5 = engineParser.GetUnk5Bytes(); unk8 = engineParser.GetUnk8Bytes(); unk9 = engineParser.GetUnk9Bytes(); } // Gameplay elements using (GameplayParser gameplayParser = new GameplayParser(game, path + @"/gameplay_ntsc")) { LOGGER.Debug("Parsing Level variables..."); levelVariables = gameplayParser.GetLevelVariables(); LOGGER.Debug("Parsing mobs..."); mobs = gameplayParser.GetMobies(mobyModels); LOGGER.Debug("Added {0} mobs", mobs.Count); LOGGER.Debug("Parsing splines..."); splines = gameplayParser.GetSplines(); LOGGER.Debug("Added {0} splines", splines.Count); LOGGER.Debug("Parsing languages..."); english = gameplayParser.GetEnglish(); ukenglish = gameplayParser.GetUkEnglish(); french = gameplayParser.GetFrench(); german = gameplayParser.GetGerman(); spanish = gameplayParser.GetSpanish(); italian = gameplayParser.GetItalian(); japanese = gameplayParser.GetJapanese(); korean = gameplayParser.GetKorean(); LOGGER.Debug("Parsing other gameplay assets..."); unk6 = gameplayParser.GetUnk6(); unk7 = gameplayParser.GetUnk7(); unk12 = gameplayParser.GetUnk12(); unk13 = gameplayParser.GetUnk13(); unk14 = gameplayParser.GetUnk14(); unk16 = gameplayParser.GetUnk16(); unk17 = gameplayParser.GetUnk17(); unk18 = gameplayParser.GetUnk18(); tieData = gameplayParser.GetTieData(ties.Count); shrubData = gameplayParser.GetShrubData(shrubs.Count); tieGroupData = gameplayParser.GetTieGroups(); shrubGroupData = gameplayParser.GetShrubGroups(); areasData = gameplayParser.GetAreasData(); directionalLights = gameplayParser.GetDirectionalLights(); type0Cs = gameplayParser.GetType0Cs(); spheres = gameplayParser.GetSpheres(); cylinders = gameplayParser.GetCylinders(); type4Cs = gameplayParser.GetType4Cs(); type7Cs = gameplayParser.GetType7Cs(); type80s = gameplayParser.GetType80(); type88s = gameplayParser.GetType88s(); type50s = gameplayParser.GetType50s(); type5Cs = gameplayParser.GetType5Cs(); pVars = gameplayParser.GetPvars(mobs); cuboids = gameplayParser.GetCuboids(); gameCameras = gameplayParser.GetGameCameras(); mobyIds = gameplayParser.GetMobyIds(); tieIds = gameplayParser.GetTieIds(); shrubIds = gameplayParser.GetShrubIds(); occlusionData = gameplayParser.GetOcclusionData(); } terrainChunks = new List <Terrain>(); collisionChunks = new List <Model>(); collBytesChunks = new List <byte[]>(); for (int i = 0; i < 5; i++) { var chunkPath = Path.Join(path, @"chunk" + i + ".ps3"); if (!File.Exists(chunkPath)) { continue; } using (ChunkParser chunkParser = new ChunkParser(chunkPath, game)) { terrainChunks.Add(chunkParser.GetTerrainModels()); collisionChunks.Add(chunkParser.GetCollisionModel()); collBytesChunks.Add(chunkParser.GetCollBytes()); } } List <string> armorPaths = ArmorHeader.FindArmorFiles(game, enginePath); armorModels = new List <Model>(); armorTextures = new List <List <Texture> >(); foreach (string armor in armorPaths) { LOGGER.Debug("Looking for armor data in {0}", armor); List <Texture> tex; MobyModel model; using (ArmorParser parser = new ArmorParser(game, armor)) { tex = parser.GetTextures(); model = parser.GetArmor(); } string vram = armor.Replace(".ps3", ".vram"); using (VramParser parser = new VramParser(vram)) { parser.GetTextures(tex); } if (model != null) { armorModels.Add(model); } armorTextures.Add(tex); } string gadgetPath = GadgetHeader.FindGadgetFile(game, enginePath); gadgetTextures = new List <Texture>(); if (gadgetPath != "") { LOGGER.Debug("Looking for gadget data in {0}", gadgetPath); using (GadgetParser parser = new GadgetParser(game, gadgetPath)) { gadgetModels.AddRange(parser.GetModels()); gadgetTextures.AddRange(parser.GetTextures()); } using (VramParser parser = new VramParser(gadgetPath.Replace(".ps3", ".vram"))) { parser.GetTextures(gadgetTextures); } } List <string> missionPaths = MissionHeader.FindMissionFiles(game, enginePath); missions = new List <Mission>(); for (int i = 0; i < missionPaths.Count; i++) { string missionPath = missionPaths[i]; string vramPath = missionPath.Replace(".ps3", ".vram"); if (!File.Exists(vramPath)) { LOGGER.Warn("Could not find .vram file for {0}", missionPath); continue; } LOGGER.Debug("Looking for mission data in {0}", missionPath); Mission mission = new Mission(i); using (MissionParser parser = new MissionParser(game, missionPath)) { mission.models = parser.GetModels(); mission.textures = parser.GetTextures(); } using (VramParser parser = new VramParser(vramPath)) { parser.GetTextures(mission.textures); } missions.Add(mission); } using (VramParser vramParser = new VramParser(path + @"/vram.ps3")) { vramParser.GetTextures(textures); } LOGGER.Info("Level parsing done"); valid = true; }
/// <summary> /// Checks if the player can accept a mission based on whether it's repeatable, already started and if the /// requirements are met. /// </summary> /// <param name="mission"></param> /// <returns><c>true</c> if the player can accept this mission, <c>false</c> otherwise</returns> public bool CanAccept(MissionInstance mission) => (mission.CanRepeat || !HasMission(mission.MissionId)) && MissionParser.CheckPrerequiredMissions(mission.PrerequisiteMissions, AllMissions);
/// <summary> /// Updates the progress for this task, a notification is sent to the client /// </summary> /// <param name="value">The value to add to the progress</param> /// <example> /// If the player were to obtain a certain amount of collectibles, <c>value</c> might be the item lot here. /// </example> protected void AddProgress(float value) { if (this.Mission.Player.TryGetComponent <MissionInventoryComponent>(out var missionInventoryComponent) && !MissionParser.CheckPrerequiredMissions(this.Mission.PrerequisiteMissions, missionInventoryComponent.AllMissions)) { return; } Progress.Add(value); MessageUpdateMissionTask(); }